// 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; /************************************************************************************************************************/ } }