Files
Cielonos/Packages/com.opsive.behaviordesigner/Runtime/Tasks/Actions/Animation/Play.cs
2026-05-10 11:47:55 -04:00

136 lines
4.7 KiB
C#

#if GRAPH_DESIGNER
/// ---------------------------------------------
/// Behavior Designer
/// Copyright (c) Opsive. All Rights Reserved.
/// https://www.opsive.com
/// ---------------------------------------------
namespace Opsive.BehaviorDesigner.Runtime.Tasks.Actions.AnimationTasks
{
using Opsive.GraphDesigner.Runtime.Variables;
using UnityEngine;
/// <summary>
/// Specifies whether to play an animation by name or by index.
/// </summary>
public enum AnimationPlayType
{
ByName,
ByIndex
}
[Opsive.Shared.Utility.Category("Animation")]
[Opsive.Shared.Utility.Description("Plays an animation on the Animation component. Optionally waits until the animation completes.")]
public class Play : TargetGameObjectAction
{
[Tooltip("Specifies whether to play the animation by name or by index.")]
[SerializeField] protected AnimationPlayType m_PlayType = AnimationPlayType.ByName;
[Tooltip("The name of the animation clip to play.")]
[SerializeField] protected SharedVariable<string> m_AnimationName;
[Tooltip("The index of the animation clip to play.")]
[SerializeField] protected SharedVariable<int> m_AnimationIndex = 0;
[Tooltip("The play mode for the animation.")]
[SerializeField] protected PlayMode m_PlayMode = PlayMode.StopSameLayer;
[Tooltip("Should the action wait until the animation completes before finishing?")]
[SerializeField] protected SharedVariable<bool> m_WaitForCompletion = false;
private UnityEngine.Animation m_ResolvedAnimation;
private bool m_HasStartedAnimation;
private string m_PlayingAnimationName;
/// <summary>
/// Initializes the target GameObject.
/// </summary>
protected override void InitializeTarget()
{
base.InitializeTarget();
m_ResolvedAnimation = m_ResolvedGameObject.GetComponent<UnityEngine.Animation>();
}
/// <summary>
/// Called when the action starts.
/// </summary>
public override void OnStart()
{
base.OnStart();
m_HasStartedAnimation = false;
}
/// <summary>
/// Gets the animation clip name at the specified index.
/// </summary>
/// <param name="index">The index of the animation clip.</param>
/// <returns>The name of the animation at the index, or null if the index is invalid.</returns>
private string GetAnimationNameAtIndex(int index)
{
var currentIndex = 0;
foreach (AnimationState state in m_ResolvedAnimation) {
if (currentIndex == index) {
return state.name;
}
currentIndex++;
}
return null;
}
/// <summary>
/// Executes the action logic.
/// </summary>
/// <returns>The status of the action.</returns>
public override TaskStatus OnUpdate()
{
if (m_ResolvedAnimation == null) {
return TaskStatus.Success;
}
string animationName = null;
if (m_PlayType == AnimationPlayType.ByName) {
animationName = m_AnimationName.Value;
if (string.IsNullOrEmpty(animationName)) {
return TaskStatus.Success;
}
} else {
animationName = GetAnimationNameAtIndex(m_AnimationIndex.Value);
if (animationName == null) {
return TaskStatus.Success;
}
}
if (!m_HasStartedAnimation) {
if (m_ResolvedAnimation[animationName] == null) {
return TaskStatus.Success;
}
m_ResolvedAnimation.Play(animationName, m_PlayMode);
m_HasStartedAnimation = true;
m_PlayingAnimationName = animationName;
if (!m_WaitForCompletion.Value) {
return TaskStatus.Success;
}
}
if (m_WaitForCompletion.Value) {
if (m_ResolvedAnimation.IsPlaying(m_PlayingAnimationName)) {
return TaskStatus.Running;
}
}
return TaskStatus.Success;
}
/// <summary>
/// Resets the action values back to their default.
/// </summary>
public override void Reset()
{
base.Reset();
m_PlayType = AnimationPlayType.ByName;
m_AnimationName = "";
m_AnimationIndex = 0;
m_PlayMode = PlayMode.StopSameLayer;
m_WaitForCompletion = false;
}
}
}
#endif