// 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
{
/// A which plays an animation then returns to idle.
///
///
/// Sample:
///
/// Characters
///
///
/// https://kybernetik.com.au/animancer/api/Animancer.Samples.StateMachines/ActionState
///
[AddComponentMenu(Strings.SamplesMenuPrefix + "Characters - Action State")]
[AnimancerHelpUrl(typeof(ActionState))]
public class ActionState : CharacterState
{
/************************************************************************************************************************/
[SerializeField] private TransitionAsset _Animation;
/************************************************************************************************************************/
protected virtual void OnEnable()
{
AnimancerState state = Character.Animancer.Play(_Animation);
state.Events(this).OnEnd ??= Character.StateMachine.ForceSetDefaultState;
}
/************************************************************************************************************************/
// Explained in the Interruptions sample.
/************************************************************************************************************************/
public override CharacterStatePriority Priority => CharacterStatePriority.Medium;
public override bool CanInterruptSelf => true;
/************************************************************************************************************************/
}
}