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- using UnityEngine;
- namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAnimation
- {
- [TaskCategory("Unity/Animation")]
- [TaskDescription("Plays an animation after previous animations has finished playing. Returns Success.")]
- public class PlayQueued : Action
- {
- [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")]
- public SharedGameObject targetGameObject;
- [Tooltip("The name of the animation")]
- public SharedString animationName;
- [Tooltip("Specifies when the animation should start playing")]
- public QueueMode queue = QueueMode.CompleteOthers;
- [Tooltip("The play mode of the animation")]
- public PlayMode playMode = PlayMode.StopSameLayer;
- // 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;
- }
- animation.PlayQueued(animationName.Value, queue, playMode);
- return TaskStatus.Success;
- }
- public override void OnReset()
- {
- targetGameObject = null;
- animationName.Value = "";
- queue = QueueMode.CompleteOthers;
- playMode = PlayMode.StopSameLayer;
- }
- }
- }
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