// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik //
#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value.
using Animancer.FSM;
using UnityEngine;
namespace Animancer.Examples.StateMachines.Characters
{
/// A state for a which simply plays an animation.
/// Characters
/// https://kybernetik.com.au/animancer/api/Animancer.Examples.StateMachines.Characters/CharacterState
///
[AddComponentMenu(Strings.ExamplesMenuPrefix + "Characters - Character State")]
[HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(StateMachines) + "." + nameof(Characters) + "/" + nameof(CharacterState))]
public class CharacterState : StateBehaviour
{
/************************************************************************************************************************/
[SerializeField] private Character _Character;
[SerializeField] private AnimationClip _Animation;
/************************************************************************************************************************/
///
/// Plays the animation and if it is not looping it returns the to Idle afterwards.
///
private void OnEnable()
{
var state = _Character.Animancer.Play(_Animation, 0.25f);
if (!_Animation.isLooping)
state.Events.OnEnd = _Character.StateMachine.ForceSetDefaultState;
}
/************************************************************************************************************************/
}
}