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

120 lines
4.5 KiB
C#

#if GRAPH_DESIGNER
/// ---------------------------------------------
/// Behavior Designer
/// Copyright (c) Opsive. All Rights Reserved.
/// https://www.opsive.com
/// ---------------------------------------------
namespace Opsive.BehaviorDesigner.Runtime.Tasks.Actions.AnimatorTasks
{
using Opsive.GraphDesigner.Runtime.Variables;
using System.Collections.Generic;
using UnityEngine;
[Opsive.Shared.Utility.Category("Animator")]
[Opsive.Shared.Utility.Description("Sets multiple animator parameters (float, int, bool, trigger) with validation.")]
public class SetParameters : TargetGameObjectAction
{
[Tooltip("The float parameters to set.")]
[SerializeField] protected List<FloatParameter> m_FloatParameters = new List<FloatParameter>();
[Tooltip("The integer parameters to set.")]
[SerializeField] protected List<IntegerParameter> m_IntegerParameters = new List<IntegerParameter>();
[Tooltip("The boolean parameters to set.")]
[SerializeField] protected List<BooleanParameter> m_BooleanParameters = new List<BooleanParameter>();
[Tooltip("The trigger parameters to set.")]
[SerializeField] protected List<TriggerParameter> m_TriggerParameters = new List<TriggerParameter>();
private Animator m_ResolvedAnimator;
/// <summary>
/// Initializes the target GameObject.
/// </summary>
protected override void InitializeTarget()
{
base.InitializeTarget();
m_ResolvedAnimator = m_ResolvedGameObject.GetComponent<Animator>();
}
/// <summary>
/// Sets all animator parameters.
/// </summary>
/// <returns>The status of the action.</returns>
public override TaskStatus OnUpdate()
{
if (m_ResolvedAnimator == null) {
return TaskStatus.Success;
}
for (int i = 0; i < m_FloatParameters.Count; ++i) {
if (m_FloatParameters[i] != null && !string.IsNullOrEmpty(m_FloatParameters[i].name) && m_FloatParameters[i].value != null) {
m_ResolvedAnimator.SetFloat(m_FloatParameters[i].name, m_FloatParameters[i].value.Value);
}
}
for (int i = 0; i < m_IntegerParameters.Count; ++i) {
if (m_IntegerParameters[i] != null && !string.IsNullOrEmpty(m_IntegerParameters[i].name) && m_IntegerParameters[i].value != null) {
m_ResolvedAnimator.SetInteger(m_IntegerParameters[i].name, m_IntegerParameters[i].value.Value);
}
}
for (int i = 0; i < m_BooleanParameters.Count; ++i) {
if (m_BooleanParameters[i] != null && !string.IsNullOrEmpty(m_BooleanParameters[i].name) && m_BooleanParameters[i].value != null) {
m_ResolvedAnimator.SetBool(m_BooleanParameters[i].name, m_BooleanParameters[i].value.Value);
}
}
for (int i = 0; i < m_TriggerParameters.Count; ++i) {
if (m_TriggerParameters[i] != null && !string.IsNullOrEmpty(m_TriggerParameters[i].name)) {
if (m_TriggerParameters[i].set) {
m_ResolvedAnimator.SetTrigger(m_TriggerParameters[i].name);
} else {
m_ResolvedAnimator.ResetTrigger(m_TriggerParameters[i].name);
}
}
}
return TaskStatus.Success;
}
/// <summary>
/// Resets the action values back to their default.
/// </summary>
public override void Reset()
{
base.Reset();
m_FloatParameters = new List<FloatParameter>();
m_IntegerParameters = new List<IntegerParameter>();
m_BooleanParameters = new List<BooleanParameter>();
m_TriggerParameters = new List<TriggerParameter>();
}
[System.Serializable]
public class FloatParameter
{
public string name;
public SharedVariable<float> value;
}
[System.Serializable]
public class IntegerParameter
{
public string name;
public SharedVariable<int> value;
}
[System.Serializable]
public class BooleanParameter
{
public string name;
public SharedVariable<bool> value;
}
[System.Serializable]
public class TriggerParameter
{
public string name;
public bool set = true;
}
}
}
#endif