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getTimelineState.cs
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getTimelineState.cs
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using UnityEngine;
using UnityEngine.Playables;
namespace HutongGames.PlayMaker.Actions
{
[ActionCategory("Timeline")]
[Tooltip("Get the current timeline's state as a bool. True for playing, false for paused. This action requires Unity 2017.1 or above.")]
public class getTimelineState : FsmStateAction
{
[RequiredField]
[CheckForComponent(typeof(PlayableDirector))]
[Tooltip("The game object to hold the unity timeline components.")]
public FsmOwnerDefault gameObject;
[Tooltip("Returns the current timeline state as a bool. True for playing, false for paused")]
[UIHint(UIHint.Variable)]
public FsmBool playing;
private PlayState _playstate;
enum Playstate { Paused, Playing };
[Tooltip("Check this box to preform this action every frame.")]
public FsmBool everyFrame;
private PlayableDirector timeline;
public override void Reset()
{
gameObject = null;
everyFrame = false;
playing = false;
}
public override void OnEnter()
{
var go = Fsm.GetOwnerDefaultTarget(gameObject);
timeline = go.GetComponent<PlayableDirector>();
if (!everyFrame.Value)
{
timelineAction();
Finish();
}
}
public override void OnUpdate()
{
if (everyFrame.Value)
{
timelineAction();
}
}
void timelineAction()
{
var go = Fsm.GetOwnerDefaultTarget(gameObject);
if (go == null)
{
return;
}
_playstate = timeline.state;
if(_playstate == PlayState.Playing)
{
playing.Value = true;
}
else
{
playing.Value = false;
}
}
}
}