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

86 lines
1.8 KiB
C#

// (c) Copyright HutongGames, LLC 2010-2016. All rights reserved.
using UnityEngine;
namespace HutongGames.PlayMaker.Actions
{
[ActionCategory(ActionCategory.Animator)]
[Tooltip("Sets the value of a float parameter")]
public class SetAnimatorFloat : FsmStateActionAnimatorBase
{
[RequiredField]
[CheckForComponent(typeof(Animator))]
[Tooltip("The target.")]
public FsmOwnerDefault gameObject;
[RequiredField]
[UIHint(UIHint.AnimatorFloat)]
[Tooltip("The animator parameter")]
public FsmString parameter;
[Tooltip("The float value to assign to the animator parameter")]
public FsmFloat Value;
[Tooltip("Optional: The time allowed to parameter to reach the value. Requires everyFrame Checked on")]
public FsmFloat dampTime;
private Animator _animator;
private int _paramID;
public override void Reset()
{
base.Reset();
gameObject = null;
parameter = null;
dampTime = new FsmFloat() {UseVariable=true};
Value = 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;
}
// get hash from the param for efficiency:
_paramID = Animator.StringToHash(parameter.Value);
SetParameter();
if (!everyFrame)
{
Finish();
}
}
public override void OnActionUpdate ()
{
SetParameter();
}
void SetParameter()
{
if (_animator == null) return;
if (dampTime.Value>0f)
{
_animator.SetFloat(_paramID,Value.Value,dampTime.Value,Time.deltaTime);
}
else
{
_animator.SetFloat(_paramID,Value.Value) ;
}
}
}
}