Files
beyond/Assets/ThirdParty/PlayMaker/Actions/Animator/GetAnimatorInt.cs
2024-11-20 15:21:28 +01:00

93 lines
1.7 KiB
C#

// (c) Copyright HutongGames, LLC 2010-2016. All rights reserved.
using UnityEngine;
namespace HutongGames.PlayMaker.Actions
{
[ActionCategory(ActionCategory.Animator)]
[Tooltip("Gets the value of an int parameter")]
public class GetAnimatorInt : FsmStateActionAnimatorBase
{
[RequiredField]
[CheckForComponent(typeof(Animator))]
[Tooltip("The target. An Animator component is required")]
public FsmOwnerDefault gameObject;
[RequiredField]
[UIHint(UIHint.AnimatorInt)]
[Tooltip("The animator parameter")]
public FsmString parameter;
[ActionSection("Results")]
[RequiredField]
[UIHint(UIHint.Variable)]
[Tooltip("The int value of the animator parameter")]
public FsmInt result;
private Animator _animator;
private int _paramID;
public override void Reset()
{
base.Reset();
gameObject = null;
parameter = null;
result = null;
}
// Code that runs on entering the state.
public override void OnEnter()
{
// get the animator component
var go = Fsm.GetOwnerDefaultTarget(gameObject);
if (go==null)
{
Finish();
return;
}
_animator = go.GetComponent<Animator>();
if (_animator==null)
{
Finish();
return;
}
// get hash from the param for efficiency:
_paramID = Animator.StringToHash(parameter.Value);
GetParameter();
if (!everyFrame)
{
Finish();
}
}
public override void OnActionUpdate()
{
GetParameter();
}
void GetParameter()
{
if (_animator!=null)
{
result.Value = _animator.GetInteger(_paramID);
}
}
#if UNITY_EDITOR
public override string AutoName()
{
return ActionHelpers.AutoNameGetProperty(this, parameter, result);
}
#endif
}
}