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Unity3D: Broadcast message to all object in state machine behaviour.
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using System.Text.RegularExpressions; | |
using UnityEngine; | |
public class AnimationBroadcastStateMachineBehaviour : StateMachineBehaviour { | |
// Could not find the way to get current state name. | |
// So end up with this. Define variable again. | |
public string stateName; | |
// Clean up white space before use. | |
public string StateName { | |
get { | |
return Regex.Replace(stateName, @"\s+", ""); | |
} | |
} | |
public bool onStateEnter; | |
public bool onStateExit; | |
public bool onStateMove; | |
public bool onStateUpdate; | |
public bool onStateMachineEnter; | |
public bool onStateMachineExit; | |
public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { | |
if (!string.IsNullOrEmpty(StateName)) { | |
Broadcast(string.Format("On{0}StateEnter", StateName), new StateMachineBehaviourArgs(animator, stateInfo, layerIndex, StateName)); | |
} | |
} | |
public override void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { | |
if (!string.IsNullOrEmpty(StateName)) { | |
Broadcast(string.Format("On{0}StateExit", StateName), new StateMachineBehaviourArgs(animator, stateInfo, layerIndex, StateName)); | |
} | |
} | |
public override void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { | |
if (!string.IsNullOrEmpty(StateName)) { | |
Broadcast(string.Format("On{0}StateMove", StateName), new StateMachineBehaviourArgs(animator, stateInfo, layerIndex, StateName)); | |
} | |
} | |
public override void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { | |
if (!string.IsNullOrEmpty(StateName)) { | |
Broadcast(string.Format("On{0}StateUpdate", StateName), new StateMachineBehaviourArgs(animator, stateInfo, layerIndex, StateName)); | |
} | |
} | |
public override void OnStateMachineEnter(Animator animator, int stateMachinePathHash) { | |
if (!string.IsNullOrEmpty(StateName)) { | |
Broadcast(string.Format("On{0}StateMachineEnter", StateName), new StateMachineBehaviourArgs(animator, stateMachinePathHash, StateName)); | |
} | |
} | |
public override void OnStateMachineExit(Animator animator, int stateMachinePathHash) { | |
if (!string.IsNullOrEmpty(StateName)) { | |
Broadcast(string.Format("On{0}StateMachineExit", StateName), new StateMachineBehaviourArgs(animator, stateMachinePathHash, StateName)); | |
} | |
} | |
private void Broadcast(string functionName, object arg = null) { | |
var gameObjects = GameObject.FindObjectsOfType<GameObject>(); | |
foreach (var go in gameObjects) { | |
// Only root game object. | |
if (go && go.transform.parent == null) { | |
go.BroadcastMessage(functionName, arg, SendMessageOptions.DontRequireReceiver); | |
} | |
} | |
} | |
} |
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