using System; using Unity.Behavior; using UnityEngine; using UnityEngine.EventSystems; using Action = Unity.Behavior.Action; using Unity.Properties; [Serializable, GeneratePropertyBag] [NodeDescription(name: "SetAnimatorTrigger", story: "애니메이션 [트리거] 설정", category: "Action", id: "bfef104cbd43df3d01f24570a4caa8ed")] public partial class SetAnimatorTriggerAction : Action { [SerializeReference] public BlackboardVariable TriggerName = new BlackboardVariable(""); protected override Status OnStart() { if (string.IsNullOrEmpty(TriggerName.Value)) { return Status.Failure; } Animator animator = GameObject.GetComponentInChildren(); if (animator == null) { return Status.Failure; } animator.SetTrigger(TriggerName.Value); return Status.Success; } }