Files
Colosseum/Assets/_Game/Scripts/AI/BehaviorActions/Actions/PlayAnimationAction.cs
dal4segno c265f980db chore: Assets 디렉토리 구조 정리 및 네이밍 컨벤션 적용
- Assets/_Game/ 하위로 게임 에셋 통합
- External/ 패키지 벤더별 분류 (Synty, Animations, UI)
- 에셋 네이밍 컨벤션 확립 및 적용
  (Data_Skill_, Data_SkillEffect_, Prefab_, Anim_, Model_, BT_ 등)
- pre-commit hook으로 네이밍 컨벤션 자동 검사 추가
- RESTRUCTURE_CHECKLIST.md 작성

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-16 19:08:27 +09:00

64 lines
1.6 KiB
C#

using System;
using Unity.Behavior;
using UnityEngine;
using Action = Unity.Behavior.Action;
using Unity.Properties;
[Serializable, GeneratePropertyBag]
[NodeDescription(name: "PlayAnimation", story: "[애니메이션] ", category: "Action", id: "b558ee0df6e00cd2e6bb2273b4f59cd2")]
public partial class PlayAnimationAction : Action
{
[SerializeReference]
public BlackboardVariable<string> AnimationName = new BlackboardVariable<string>("");
[SerializeReference]
public BlackboardVariable<bool> WaitForCompletion = new BlackboardVariable<bool>(true);
private Animator animator;
private bool animationStarted;
protected override Status OnStart()
{
animator = GameObject.GetComponentInChildren<Animator>();
if (animator == null || string.IsNullOrEmpty(AnimationName.Value))
{
return Status.Failure;
}
animator.Play(AnimationName.Value);
animationStarted = true;
if (!WaitForCompletion.Value)
{
return Status.Success;
}
return Status.Running;
}
protected override Status OnUpdate()
{
if (!WaitForCompletion.Value)
{
return Status.Success;
}
if (animator == null)
{
return Status.Failure;
}
var stateInfo = animator.GetCurrentAnimatorStateInfo(0);
// 애니메이션이 완료되었는지 확인
if (stateInfo.IsName(AnimationName.Value) && stateInfo.normalizedTime >= 1f)
{
return Status.Success;
}
return Status.Running;
}
}