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

86 lines
1.6 KiB
C#

// (c) Copyright HutongGames, LLC 2010-2016. All rights reserved.
using UnityEngine;
namespace HutongGames.PlayMaker.Actions
{
[ActionCategory(ActionCategory.Animator)]
[Tooltip("Returns true if the current rig is humanoid, false if it is generic. Can also sends events")]
public class GetAnimatorIsHuman : FsmStateAction
{
[RequiredField]
[CheckForComponent(typeof(Animator))]
[Tooltip("The Target. An Animator component is required")]
public FsmOwnerDefault gameObject;
[ActionSection("Results")]
[UIHint(UIHint.Variable)]
[Tooltip("True if the current rig is humanoid, False if it is generic")]
public FsmBool isHuman;
[Tooltip("Event send if rig is humanoid")]
public FsmEvent isHumanEvent;
[Tooltip("Event send if rig is generic")]
public FsmEvent isGenericEvent;
private Animator _animator;
public override void Reset()
{
gameObject = null;
isHuman = null;
isHumanEvent = null;
isGenericEvent = null;
}
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;
}
DoCheckIsHuman();
Finish();
}
void DoCheckIsHuman()
{
if (_animator==null)
{
return;
}
bool _isHuman = _animator.isHuman;
if (! isHuman.IsNone)
{
isHuman.Value = _isHuman;
}
if (_isHuman)
{
Fsm.Event(isHumanEvent);
}else{
Fsm.Event(isGenericEvent);
}
}
}
}