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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>A <see cref="CharacterState"/> which activates itself when the character takes damage.</summary>
- ///
- /// <remarks>
- /// <strong>Sample:</strong>
- /// <see href="https://kybernetik.com.au/animancer/docs/samples/fsm/interruptions">
- /// Interruptions</see>
- /// </remarks>
- ///
- /// 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;
- /************************************************************************************************************************/
- }
- }
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