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

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