#if UNITY_2017_1_OR_NEWER using UnityEngine; using UnityEngine.Playables; namespace BehaviorDesigner.Runtime.Tasks.Unity.Timeline { [TaskCategory("Unity/Timeline")] [TaskDescription("Resume playing a paused playable.")] public class Resume : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("Should the task be stopped when the timeline has stopped playing?")] public SharedBool stopWhenComplete; private PlayableDirector playableDirector; private GameObject prevGameObject; private bool playbackStarted; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { playableDirector = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } playbackStarted = false; } public override TaskStatus OnUpdate() { if (playableDirector == null) { Debug.LogWarning("PlayableDirector is null"); return TaskStatus.Failure; } if (playbackStarted) { if (stopWhenComplete.Value && playableDirector.state == PlayState.Playing) { return TaskStatus.Running; } return TaskStatus.Success; } playableDirector.Resume(); playbackStarted = true; return stopWhenComplete.Value ? TaskStatus.Running : TaskStatus.Success; } public override void OnReset() { targetGameObject = null; stopWhenComplete = false; } } } #endif