103 lines
3.7 KiB
C#
103 lines
3.7 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.Actions.AnimatorTasks
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{
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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("Crossfades between animations with duration, layer, and normalized time control. Optionally waits until the animation completes.")]
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public class Crossfade : TargetGameObjectAction
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{
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[Tooltip("The name of the animation state to crossfade to.")]
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[SerializeField] protected SharedVariable<string> m_StateName;
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[Tooltip("The duration of the crossfade transition.")]
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[SerializeField] protected SharedVariable<float> m_TransitionDuration = 0.25f;
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[Tooltip("The layer index to crossfade on.")]
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[SerializeField] protected SharedVariable<int> m_Layer = 0;
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[Tooltip("The normalized time to start the animation at.")]
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[SerializeField] protected SharedVariable<float> m_NormalizedTime = 0.0f;
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[Tooltip("Should the action wait until the animation completes before finishing?")]
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[SerializeField] protected SharedVariable<bool> m_WaitForCompletion = false;
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private Animator m_ResolvedAnimator;
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private bool m_HasStartedAnimation;
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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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/// Called when the action starts.
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/// </summary>
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public override void OnStart()
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{
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base.OnStart();
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m_HasStartedAnimation = false;
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}
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/// <summary>
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/// Crossfades to the animation state.
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/// </summary>
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/// <returns>The status of the action.</returns>
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public override TaskStatus OnUpdate()
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{
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if (m_ResolvedAnimator == null) {
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return TaskStatus.Success;
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}
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if (string.IsNullOrEmpty(m_StateName.Value)) {
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return TaskStatus.Success;
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}
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if (!m_HasStartedAnimation) {
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m_ResolvedAnimator.CrossFade(m_StateName.Value, m_TransitionDuration.Value, m_Layer.Value, m_NormalizedTime.Value);
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m_HasStartedAnimation = true;
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if (!m_WaitForCompletion.Value) {
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return TaskStatus.Success;
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}
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}
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if (m_WaitForCompletion.Value) {
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var animatorStateInfo = m_ResolvedAnimator.GetCurrentAnimatorStateInfo(m_Layer.Value);
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if (animatorStateInfo.IsName(m_StateName.Value)) {
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if (animatorStateInfo.loop) {
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return TaskStatus.Success;
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}
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if (animatorStateInfo.normalizedTime < 1.0f) {
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return TaskStatus.Running;
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}
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} else {
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return TaskStatus.Running;
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}
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}
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return TaskStatus.Success;
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}
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/// <summary>
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/// Resets the action values back to their default.
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/// </summary>
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public override void Reset()
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{
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base.Reset();
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m_StateName = "";
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m_TransitionDuration = 0.25f;
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m_Layer = 0;
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m_NormalizedTime = 0.0f;
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m_WaitForCompletion = false;
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}
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}
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}
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#endif |