99 lines
1.9 KiB
C#
99 lines
1.9 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("Returns true if the specified layer is in a transition. Can also send events")]
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public class GetAnimatorIsLayerInTransition: FsmStateActionAnimatorBase
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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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[Tooltip("The layer's index")]
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public FsmInt layerIndex;
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[ActionSection("Results")]
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[UIHint(UIHint.Variable)]
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[Tooltip("True if automatic matching is active")]
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public FsmBool isInTransition;
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[Tooltip("Event send if automatic matching is active")]
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public FsmEvent isInTransitionEvent;
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[Tooltip("Event send if automatic matching is not active")]
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public FsmEvent isNotInTransitionEvent;
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private Animator _animator;
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public override void Reset()
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{
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base.Reset();
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gameObject = null;
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isInTransition = null;
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isInTransitionEvent = null;
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isNotInTransitionEvent = 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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DoCheckIsInTransition();
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if(!everyFrame)
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{
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Finish();
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}
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}
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public override void OnActionUpdate()
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{
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DoCheckIsInTransition();
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}
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void DoCheckIsInTransition()
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{
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if (_animator==null)
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{
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return;
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}
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bool _isInTransition = _animator.IsInTransition(layerIndex.Value);
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if (!isInTransition.IsNone)
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{
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isInTransition.Value = _isInTransition;
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}
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if (_isInTransition)
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{
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Fsm.Event(isInTransitionEvent);
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}else{
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Fsm.Event(isNotInTransitionEvent);
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}
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}
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}
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} |