Files
test/Assets/Plugins/Animancer/Examples/06 State Machines/04 Brains/Character.cs
T
2025-09-16 18:07:13 +07:00

108 lines
4.3 KiB
C#

// 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 System;
using UnityEngine;
namespace Animancer.Examples.StateMachines.Brains
{
/// <summary>
/// A centralised group of references to the common parts of a character and a state machine for their actions.
/// </summary>
/// <example><see href="https://kybernetik.com.au/animancer/docs/examples/fsm/brains">Brains</see></example>
/// https://kybernetik.com.au/animancer/api/Animancer.Examples.StateMachines.Brains/Character
///
[AddComponentMenu(Strings.ExamplesMenuPrefix + "Brains - Character")]
[HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(StateMachines) + "." + nameof(Brains) + "/" + nameof(Character))]
public sealed class Character : MonoBehaviour
{
/************************************************************************************************************************/
[SerializeField]
private AnimancerComponent _Animancer;
public AnimancerComponent Animancer => _Animancer;
[SerializeField]
private CharacterState _Idle;
public CharacterState Idle => _Idle;
[SerializeField]
private Rigidbody _Rigidbody;
public Rigidbody Rigidbody => _Rigidbody;
[SerializeField]
private CharacterBrain _Brain;
public CharacterBrain Brain
{
get => _Brain;
set
{
// The More Brains example uses this to swap between brains at runtime.
if (_Brain == value)
return;
var oldBrain = _Brain;
_Brain = value;
// Make sure the old brain doesn't still reference this character.
if (oldBrain != null)
oldBrain.Character = null;
// Give the new brain a reference to this character.
if (value != null)
value.Character = this;
}
}
[SerializeField]
private CharacterStats _Stats;
public CharacterStats Stats => _Stats;
// Ground Detector.
// Health and Mana.
// Pathfinding.
// Etc.
// Anything common to most characters.
/************************************************************************************************************************/
/// <summary>The Finite State Machine that manages the actions of this character.</summary>
public readonly StateMachine<CharacterState>.WithDefault
StateMachine = new StateMachine<CharacterState>.WithDefault();
private void Awake()
{
StateMachine.DefaultState = _Idle;
}
/************************************************************************************************************************/
#if UNITY_EDITOR
/************************************************************************************************************************/
/// <summary>[Editor-Only]
/// Inspector Gadgets Pro calls this method after drawing the regular Inspector GUI, allowing this script to
/// display its current state in Play Mode.
/// </summary>
/// <remarks>
/// <see cref="https://kybernetik.com.au/inspector-gadgets/pro">Inspector Gadgets Pro</see> allows you to
/// easily customise the Inspector without writing a full custom Inspector class by simply adding a method with
/// this name. Without Inspector Gadgets, this method will do nothing.
/// </remarks>
private void AfterInspectorGUI()
{
if (UnityEditor.EditorApplication.isPlaying)
{
using (new UnityEditor.EditorGUI.DisabledScope(true))
UnityEditor.EditorGUILayout.ObjectField("Current State", StateMachine.CurrentState, typeof(CharacterState), true);
}
}
/************************************************************************************************************************/
#endif
/************************************************************************************************************************/
}
}