#if UNITY_2017_1_OR_NEWER using UnityEngine; using UnityEngine.Playables; namespace BehaviorDesigner.Runtime.Tasks.Unity.Timeline { [TaskCategory("Unity/Timeline")] [TaskDescription("Is the timeline currently playing?")] public class IsPlaying : Conditional { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; private PlayableDirector playableDirector; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { playableDirector = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (playableDirector == null) { Debug.LogWarning("PlayableDirector is null"); return TaskStatus.Failure; } return playableDirector.state == PlayState.Playing ? TaskStatus.Success : TaskStatus.Failure; } public override void OnReset() { targetGameObject = null; } } } #endif