49 lines
1.3 KiB
C#
49 lines
1.3 KiB
C#
using System;
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using NodeCanvas.Framework;
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using ParadoxNotion.Design;
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using Unity.Netcode;
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using Unity.Netcode.Components;
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using UnityEngine;
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namespace Reset.Core {
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[Category("Reset")]
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[Description("Sends an animation trigger with network sync to networked objects")]
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public class SendAnimationTrigger : ActionTask<NetworkAnimator>{
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public BBParameter<string> trigger;
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//Use for initialization. This is called only once in the lifetime of the task.
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//Return null if init was successfull. Return an error string otherwise
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protected override string OnInit() {
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return null;
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}
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//This is called once each time the task is enabled.
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//Call EndAction() to mark the action as finished, either in success or failure.
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//EndAction can be called from anywhere.
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protected override void OnExecute(){
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try {
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agent.SetTrigger("trigger");
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} catch (Exception e) {
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Debug.LogError($"Did not set Network Animator trigger <i>{trigger.name}</i> on <b>{(agent == null ? null : agent.name)}</b>: {e.Message}");
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}
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EndAction(true);
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}
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//Called once per frame while the action is active.
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protected override void OnUpdate() {
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}
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//Called when the task is disabled.
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protected override void OnStop() {
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}
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//Called when the task is paused.
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protected override void OnPause() {
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}
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}
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} |