// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2024 Kybernetik //
#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value.
using UnityEngine;
namespace Animancer.Samples.StateMachines
{
/// A which activates itself when the character takes damage.
///
///
/// Sample:
///
/// Interruptions
///
///
/// https://kybernetik.com.au/animancer/api/Animancer.Samples.StateMachines/FlinchState
///
[AddComponentMenu(Strings.SamplesMenuPrefix + "Interruptions - Flinch State")]
[AnimancerHelpUrl(typeof(FlinchState))]
public class FlinchState : CharacterState
{
/************************************************************************************************************************/
[SerializeField] private TransitionAsset _Animation;
/************************************************************************************************************************/
protected virtual void Awake()
{
Character.Health.OnHitReceived += () => Character.StateMachine.TryResetState(this);
}
/************************************************************************************************************************/
protected virtual void OnEnable()
{
AnimancerState state = Character.Animancer.Play(_Animation);
state.Events(this).OnEnd ??= Character.StateMachine.ForceSetDefaultState;
}
/************************************************************************************************************************/
public override CharacterStatePriority Priority => CharacterStatePriority.High;
public override bool CanInterruptSelf => true;
/************************************************************************************************************************/
}
}