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

82 lines
2.7 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 UnityEngine;
[Opsive.Shared.Utility.Category("Animator")]
[Opsive.Shared.Utility.Description("Sets animator state by name or hash with transition duration and layer selection.")]
public class SetState : TargetGameObjectAction
{
[Tooltip("The state name (leave empty to use State Hash).")]
[SerializeField] protected SharedVariable<string> m_StateName = "";
[Tooltip("The state hash (only used if State Name is empty).")]
[SerializeField] protected SharedVariable<int> m_StateHash = 0;
[Tooltip("The layer index.")]
[SerializeField] protected SharedVariable<int> m_Layer = 0;
[Tooltip("The transition duration.")]
[SerializeField] protected SharedVariable<float> m_TransitionDuration = 0.0f;
private Animator m_ResolvedAnimator;
private bool m_HasSetState;
/// <summary>
/// Initializes the target GameObject.
/// </summary>
protected override void InitializeTarget()
{
base.InitializeTarget();
m_ResolvedAnimator = m_ResolvedGameObject.GetComponent<Animator>();
}
/// <summary>
/// Called when the action starts.
/// </summary>
public override void OnStart()
{
base.OnStart();
m_HasSetState = false;
}
/// <summary>
/// Sets the animator state.
/// </summary>
/// <returns>The status of the action.</returns>
public override TaskStatus OnUpdate()
{
if (m_ResolvedAnimator == null) {
return TaskStatus.Success;
}
if (!m_HasSetState) {
if (!string.IsNullOrEmpty(m_StateName.Value)) {
m_ResolvedAnimator.Play(m_StateName.Value, m_Layer.Value, m_TransitionDuration.Value);
} else if (m_StateHash.Value != 0) {
m_ResolvedAnimator.Play(m_StateHash.Value, m_Layer.Value, m_TransitionDuration.Value);
}
m_HasSetState = true;
}
return TaskStatus.Success;
}
/// <summary>
/// Resets the action values back to their default.
/// </summary>
public override void Reset()
{
base.Reset();
m_StateName = "";
m_StateHash = 0;
m_Layer = 0;
m_TransitionDuration = 0.0f;
}
}
}
#endif