// over Unity5 added StateMachineBehaviour #if !(UNITY_4_7 || UNITY_4_6 || UNITY_4_5 || UNITY_4_4 || UNITY_4_3 || UNITY_4_2 || UNITY_4_1 || UNITY_4_0_1 || UNITY_4_0 || UNITY_3_5 || UNITY_3_4 || UNITY_3_3 || UNITY_3_2 || UNITY_3_1 || UNITY_3_0_0 || UNITY_3_0 || UNITY_2_6_1 || UNITY_2_6) using System; // require keep for Windows Universal App using UnityEngine; namespace UniRx.Triggers { [DisallowMultipleComponent] public class ObservableStateMachineTrigger : StateMachineBehaviour { public class OnStateInfo { public Animator Animator { get; private set; } public AnimatorStateInfo StateInfo { get; private set; } public int LayerIndex { get; private set; } public OnStateInfo(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { Animator = animator; StateInfo = stateInfo; LayerIndex = layerIndex; } } public class OnStateMachineInfo { public Animator Animator { get; private set; } public int StateMachinePathHash { get; private set; } public OnStateMachineInfo(Animator animator, int stateMachinePathHash) { Animator = animator; StateMachinePathHash = stateMachinePathHash; } } // OnStateExit Subject onStateExit; public override void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (onStateExit != null) onStateExit.OnNext(new OnStateInfo(animator, stateInfo, layerIndex)); } public IObservable OnStateExitAsObservable() { return onStateExit ?? (onStateExit = new Subject()); } // OnStateEnter Subject onStateEnter; public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (onStateEnter != null) onStateEnter.OnNext(new OnStateInfo(animator, stateInfo, layerIndex)); } public IObservable OnStateEnterAsObservable() { return onStateEnter ?? (onStateEnter = new Subject()); } // OnStateIK Subject onStateIK; public override void OnStateIK(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if(onStateIK !=null) onStateIK.OnNext(new OnStateInfo(animator, stateInfo, layerIndex)); } public IObservable OnStateIKAsObservable() { return onStateIK ?? (onStateIK = new Subject()); } // Does not implments OnStateMove. // ObservableStateMachine Trigger makes stop animating. // By defining OnAnimatorMove, you are signifying that you want to intercept the movement of the root object and apply it yourself. // http://fogbugz.unity3d.com/default.asp?700990_9jqaim4ev33i8e9h //// OnStateMove //Subject onStateMove; //public override void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) //{ // if (onStateMove != null) onStateMove.OnNext(new OnStateInfo(animator, stateInfo, layerIndex)); //} //public IObservable OnStateMoveAsObservable() //{ // return onStateMove ?? (onStateMove = new Subject()); //} // OnStateUpdate Subject onStateUpdate; public override void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (onStateUpdate != null) onStateUpdate.OnNext(new OnStateInfo(animator, stateInfo, layerIndex)); } public IObservable OnStateUpdateAsObservable() { return onStateUpdate ?? (onStateUpdate = new Subject()); } // OnStateMachineEnter Subject onStateMachineEnter; public override void OnStateMachineEnter(Animator animator, int stateMachinePathHash) { if (onStateMachineEnter != null) onStateMachineEnter.OnNext(new OnStateMachineInfo(animator, stateMachinePathHash)); } public IObservable OnStateMachineEnterAsObservable() { return onStateMachineEnter ?? (onStateMachineEnter = new Subject()); } // OnStateMachineExit Subject onStateMachineExit; public override void OnStateMachineExit(Animator animator, int stateMachinePathHash) { if (onStateMachineExit != null) onStateMachineExit.OnNext(new OnStateMachineInfo(animator, stateMachinePathHash)); } public IObservable OnStateMachineExitAsObservable() { return onStateMachineExit ?? (onStateMachineExit = new Subject()); } } } #endif