Browse Source

Added Play Animation State command #378

master
chrisgregan 9 years ago
parent
commit
5eee50529b
  1. 53
      Assets/Fungus/Animation/Scripts/Commands/PlayAnimState.cs
  2. 12
      Assets/Fungus/Animation/Scripts/Commands/PlayAnimState.cs.meta
  3. 135
      Assets/FungusExamples/Variables/Variables.unity
  4. 9
      Assets/Tests/Animation.meta
  5. 156
      Assets/Tests/Animation/TestAnim.anim
  6. 8
      Assets/Tests/Animation/TestAnim.anim.meta
  7. 651
      Assets/Tests/Animation/TestAnim.unity
  8. 8
      Assets/Tests/Animation/TestAnim.unity.meta
  9. 93
      Assets/Tests/Animation/TestSprite.controller
  10. 8
      Assets/Tests/Animation/TestSprite.controller.meta
  11. 9
      Assets/Tests/TestAssets/Animation.meta

53
Assets/Fungus/Animation/Scripts/Commands/PlayAnimState.cs

@ -0,0 +1,53 @@
using UnityEngine;
using System;
using System.Collections;
namespace Fungus
{
[CommandInfo("Animation",
"Play Anim State",
"Plays a state of an animator according to the state name")]
[AddComponentMenu("")]
public class PlayAnimState : Command
{
[Tooltip("Reference to an Animator component in a game object")]
public AnimatorData animator = new AnimatorData();
[Tooltip("Name of the state you want to play")]
public StringData stateName = new StringData();
[Tooltip("Layer to play animation on")]
public IntegerData layer = new IntegerData(-1);
[Tooltip("Start time of animation")]
public FloatData time = new FloatData(0f);
public override void OnEnter()
{
if (animator.Value != null)
{
animator.Value.Play(stateName.Value, layer.Value, time.Value);
}
Continue();
}
public override string GetSummary()
{
if (animator.Value == null)
{
return "Error: No animator selected";
}
return animator.Value.name + " (" + stateName.Value + ")";
}
public override Color GetButtonColor()
{
return new Color32(170, 204, 169, 255);
}
}
}

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