using System; using BehaviorDesigner.Runtime.Tasks; using BlueWater.Players; using UnityEngine; using Action = BehaviorDesigner.Runtime.Tasks.Action; namespace BlueWater.BehaviorTrees.Actions { [Serializable] [TaskCategory("Custom")] public class PlaySpineAnimation : Action { [SerializeField] private string _animationName; [SerializeField] private bool _loop; private SpineController _spineController; public override void OnAwake() { _spineController = GetComponent(); } public override TaskStatus OnUpdate() { _spineController.PlayAnimation(_animationName, _loop); return TaskStatus.Success; } } }