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- // 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
- {
- /// <summary>Uses player input to control a <see cref="Character"/>.</summary>
- ///
- /// <remarks>
- /// <strong>Sample:</strong>
- /// <see href="https://kybernetik.com.au/animancer/docs/samples/fsm/characters">
- /// Characters</see>
- /// </remarks>
- ///
- /// https://kybernetik.com.au/animancer/api/Animancer.Samples.StateMachines/BasicCharacterBrain
- ///
- [AddComponentMenu(Strings.SamplesMenuPrefix + "Characters - Basic Character Brain")]
- [AnimancerHelpUrl(typeof(BasicCharacterBrain))]
- public class BasicCharacterBrain : MonoBehaviour
- {
- /************************************************************************************************************************/
- [SerializeField] private Character _Character;
- [SerializeField] private CharacterState _Move;
- [SerializeField] private CharacterState _Action;
- /************************************************************************************************************************/
- protected virtual void Update()
- {
- UpdateMovement();
- UpdateAction();
- }
- /************************************************************************************************************************/
- private void UpdateMovement()
- {
- float forward = SampleInput.WASD.y;
- if (forward > 0)
- {
- _Character.StateMachine.TrySetState(_Move);
- }
- else
- {
- _Character.StateMachine.TrySetDefaultState();
- }
- }
- /************************************************************************************************************************/
- private void UpdateAction()
- {
- if (SampleInput.LeftMouseUp)
- _Character.StateMachine.TryResetState(_Action);
- }
- /************************************************************************************************************************/
- }
- }
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