arthurdiniz0_outer-math/OuterMath Unity Project/Assets/PlayMaker/Actions/AnimateVariables/AnimateFloatV2.cs
// (c) Copyright HutongGames, LLC 2010-2013. All rights reserved.

using UnityEngine;

namespace HutongGames.PlayMaker.Actions
{
	[ActionCategory(ActionCategory.AnimateVariables)]
	[Tooltip("Animates the value of a Float Variable using an Animation Curve.")]
	public class AnimateFloatV2: AnimateFsmAction
	{
		[RequiredField]
		[UIHint(UIHint.Variable)]
        [Tooltip("The float variable to animate.")]
		public FsmFloat floatVariable;

        [RequiredField]
        [Tooltip("The animation curve to use.")]
        public FsmAnimationCurve animCurve;

        [Tooltip("Calculation lets you set a type of curve deformation that will be applied to floatVariable")]
		public Calculation calculation;
		
		
		private bool finishInNextStep = false;
				
		public override void Reset()
		{
			base.Reset();
			floatVariable = new FsmFloat{UseVariable=true};
		}

		public override void OnEnter()
		{
			base.OnEnter();
			finishInNextStep = false;
			resultFloats = new float[1];
			fromFloats = new float[1];
			fromFloats[0] = floatVariable.IsNone ? 0f : floatVariable.Value;
			calculations = new Calculation[1];
			calculations[0] = calculation;
			curves = new AnimationCurve[1];
			curves[0] = animCurve.curve;
			//call Init after you have initialized curves array
			Init();
		}
		
		public override void OnExit()
		{
				
		}

		public override void OnUpdate()
		{
			base.OnUpdate();
			if(!floatVariable.IsNone && isRunning){
				floatVariable.Value = resultFloats[0];
			}
			
			if(finishInNextStep){
				if(!looping) {
					Finish();
					if(finishEvent != null)	Fsm.Event(finishEvent);
				}
				
			}
			
			if(finishAction && !finishInNextStep){
				if(!floatVariable.IsNone){
					floatVariable.Value = resultFloats[0];
				}
				finishInNextStep = true;
			}
		}
	}
}