59 lines
1.2 KiB
C#
59 lines
1.2 KiB
C#
// (c) Copyright HutongGames, LLC 2010-2016. All rights reserved.
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using UnityEngine;
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namespace HutongGames.PlayMaker.Actions
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{
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[ActionCategory(ActionCategory.Animator)]
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[Tooltip("Sets a trigger parameter to active. Triggers are parameters that act mostly like booleans, but get reset to inactive when they are used in a transition.")]
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public class SetAnimatorTrigger : FsmStateAction
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{
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[RequiredField]
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[CheckForComponent(typeof(Animator))]
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[Tooltip("The target. An Animator component is required")]
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public FsmOwnerDefault gameObject;
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[RequiredField]
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[UIHint(UIHint.AnimatorTrigger)]
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[Tooltip("The trigger name")]
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public FsmString trigger;
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private Animator _animator;
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public override void Reset()
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{
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gameObject = null;
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trigger = null;
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}
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public override void OnEnter()
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{
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// get the animator component
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var go = Fsm.GetOwnerDefaultTarget(gameObject);
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if (go==null)
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{
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Finish();
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return;
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}
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_animator = go.GetComponent<Animator>();
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if (_animator==null)
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{
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Finish();
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return;
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}
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SetTrigger();
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Finish();
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}
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void SetTrigger()
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{
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if (_animator!=null)
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{
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_animator.SetTrigger(trigger.Value);
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}
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}
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}
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} |