12345678910111213141516171819202122232425262728293031323334353637383940414243444546 |
- using UnityEngine;
- namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAnimation
- {
- [TaskCategory("Unity/Animation")]
- [TaskDescription("Stores the animate physics value. Returns Success.")]
- public class GetAnimatePhysics : Action
- {
- [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")]
- public SharedGameObject targetGameObject;
- [Tooltip("Are the if animations are executed in the physics loop?")]
- [RequiredField]
- public SharedBool storeValue;
- // cache the animation component
- private Animation animation;
- private GameObject prevGameObject;
- public override void OnStart()
- {
- var currentGameObject = GetDefaultGameObject(targetGameObject.Value);
- if (currentGameObject != prevGameObject) {
- animation = currentGameObject.GetComponent<Animation>();
- prevGameObject = currentGameObject;
- }
- }
- public override TaskStatus OnUpdate()
- {
- if (animation == null) {
- Debug.LogWarning("Animation is null");
- return TaskStatus.Failure;
- }
- storeValue.Value = animation.animatePhysics;
- return TaskStatus.Success;
- }
- public override void OnReset()
- {
- targetGameObject = null;
- storeValue.Value = false;
- }
- }
- }
|