52 lines
2.0 KiB
C#
52 lines
2.0 KiB
C#
#if GRAPH_DESIGNER
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/// ---------------------------------------------
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/// Behavior Designer
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/// Copyright (c) Opsive. All Rights Reserved.
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/// https://www.opsive.com
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/// ---------------------------------------------
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namespace Opsive.BehaviorDesigner.Runtime.Tasks.Conditionals.AnimatorTasks
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{
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using Opsive.GraphDesigner.Runtime;
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using Opsive.GraphDesigner.Runtime.Variables;
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using UnityEngine;
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[Opsive.Shared.Utility.Category("Animator")]
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[Opsive.Shared.Utility.Description("Checks if an animation is currently playing on the Animator.")]
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public class IsAnimationPlaying : TargetGameObjectConditional
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{
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[Tooltip("The name of the animation state to check.")]
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[SerializeField] protected SharedVariable<string> m_StateName;
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[Tooltip("The layer index of the animation.")]
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[SerializeField] protected SharedVariable<int> m_Layer = 0;
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[Tooltip("Should the condition check if animation is playing (true) or not playing (false)?")]
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[SerializeField] protected SharedVariable<bool> m_IsPlaying = true;
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private Animator m_ResolvedAnimator;
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/// <summary>
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/// Initializes the target GameObject.
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/// </summary>
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protected override void InitializeTarget()
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{
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base.InitializeTarget();
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m_ResolvedAnimator = m_ResolvedGameObject.GetComponent<Animator>();
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}
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/// <summary>
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/// Executes the conditional.
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/// </summary>
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public override TaskStatus OnUpdate()
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{
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if (m_ResolvedAnimator == null || string.IsNullOrEmpty(m_StateName.Value)) {
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return TaskStatus.Failure;
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}
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var animatorStateInfo = m_ResolvedAnimator.GetCurrentAnimatorStateInfo(m_Layer.Value);
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var isPlaying = animatorStateInfo.IsName(m_StateName.Value) && animatorStateInfo.normalizedTime < 1f;
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return (isPlaying == m_IsPlaying.Value) ? TaskStatus.Success : TaskStatus.Failure;
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}
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}
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}
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#endif |