Gameplay Ingredients是一组用于 Unity 游戏的运行时和编辑器工具:一组脚本的集合,可在制作游戏和原型时简化简单的任务。
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80 行
2.6 KiB

using UnityEngine;
using NaughtyAttributes;
namespace GameplayIngredients.Actions
{
public enum AnimatorParameterType { Bool, Float, Int, Trigger };
[Callable("Game", "Actions/ic-generic-action.png")]
public class SetAnimatorParameterAction : ActionBase
{
public Animator animator;
public string parameterName;
[OnValueChanged("OnParameterTypeChanged")]
public AnimatorParameterType parameterType = AnimatorParameterType.Bool;
bool showFloat;
bool showInt;
bool showBool = true;
[ShowIf("showFloat")]
public float floatValue;
[ShowIf("showInt")]
public int intValue;
[ShowIf("showBool")]
public bool boolValue;
public override void Execute(GameObject instigator = null)
{
if (animator == null)
return;
switch (parameterType)
{
case AnimatorParameterType.Bool:
animator.SetBool(parameterName, boolValue);
break;
case AnimatorParameterType.Float:
animator.SetFloat(parameterName, floatValue);
break;
case AnimatorParameterType.Int:
animator.SetInteger(parameterName, intValue);
break;
case AnimatorParameterType.Trigger:
animator.SetTrigger(parameterName);
break;
}
}
private void OnParameterTypeChanged()
{
showBool = (parameterType == AnimatorParameterType.Bool);
showFloat = (parameterType == AnimatorParameterType.Float);
showInt = (parameterType == AnimatorParameterType.Int);
}
public override string GetDefaultName()
{
string value = "";
switch (parameterType)
{
case AnimatorParameterType.Bool:
value = boolValue.ToString();
break;
case AnimatorParameterType.Float:
value = floatValue.ToString();
break;
case AnimatorParameterType.Int:
value = intValue.ToString();
break;
case AnimatorParameterType.Trigger:
value = "Trigger";
break;
default:
break;
}
return $"Set Animator '{parameterName}' {parameterType} Parameter = '{value}' ({animator?.gameObject.name})";
}
}
}