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