ActionState.cs 1.9 KB

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  1. // Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2024 Kybernetik //
  2. #pragma warning disable CS0649 // Field is never assigned to, and will always have its default value.
  3. using UnityEngine;
  4. namespace Animancer.Samples.StateMachines
  5. {
  6. /// <summary>A <see cref="CharacterState"/> which plays an animation then returns to idle.</summary>
  7. ///
  8. /// <remarks>
  9. /// <strong>Sample:</strong>
  10. /// <see href="https://kybernetik.com.au/animancer/docs/samples/fsm/characters">
  11. /// Characters</see>
  12. /// </remarks>
  13. ///
  14. /// https://kybernetik.com.au/animancer/api/Animancer.Samples.StateMachines/ActionState
  15. ///
  16. [AddComponentMenu(Strings.SamplesMenuPrefix + "Characters - Action State")]
  17. [AnimancerHelpUrl(typeof(ActionState))]
  18. public class ActionState : CharacterState
  19. {
  20. /************************************************************************************************************************/
  21. [SerializeField] private TransitionAsset _Animation;
  22. /************************************************************************************************************************/
  23. protected virtual void OnEnable()
  24. {
  25. AnimancerState state = Character.Animancer.Play(_Animation);
  26. state.Events(this).OnEnd ??= Character.StateMachine.ForceSetDefaultState;
  27. }
  28. /************************************************************************************************************************/
  29. // Explained in the Interruptions sample.
  30. /************************************************************************************************************************/
  31. public override CharacterStatePriority Priority => CharacterStatePriority.Medium;
  32. public override bool CanInterruptSelf => true;
  33. /************************************************************************************************************************/
  34. }
  35. }