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- #if UNITY_2017_1_OR_NEWER
- using UnityEngine;
- using UnityEngine.Playables;
- namespace BehaviorDesigner.Runtime.Tasks.Unity.Timeline
- {
- [TaskCategory("Unity/Timeline")]
- [TaskDescription("Instatiates a Playable using the provided PlayableAsset and starts playback.")]
- public class Play : Action
- {
- [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")]
- public SharedGameObject targetGameObject;
- [Tooltip("An asset to instantiate a playable from.")]
- public PlayableAsset playableAsset;
- [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<PlayableDirector>();
- 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;
- }
- if (playableAsset == null) {
- playableDirector.Play();
- } else {
- playableDirector.Play(playableAsset);
- }
- playbackStarted = true;
- return stopWhenComplete.Value ? TaskStatus.Running : TaskStatus.Success;
- }
-
- public override void OnReset()
- {
- targetGameObject = null;
- playableAsset = null;
- stopWhenComplete = false;
- }
- }
- }
- #endif
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