// 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 Animancer.FSM;
using UnityEngine;
namespace Animancer.Samples.StateMachines
{
///
/// A centralised group of references to the common parts of a character and a state machine for their actions.
///
///
///
/// Sample:
///
/// Characters
///
///
/// https://kybernetik.com.au/animancer/api/Animancer.Samples.StateMachines/Character
///
[AddComponentMenu(Strings.SamplesMenuPrefix + "Characters - Character")]
[AnimancerHelpUrl(typeof(Character))]
[DefaultExecutionOrder(-10000)]// Initialize the StateMachine before anything uses it.
public class Character : MonoBehaviour
{
/************************************************************************************************************************/
// Used in the Characters sample.
/************************************************************************************************************************/
[SerializeField]
private AnimancerComponent _Animancer;
public AnimancerComponent Animancer => _Animancer;
/************************************************************************************************************************/
[SerializeField]
private StateMachine.WithDefault _StateMachine;
public StateMachine.WithDefault StateMachine => _StateMachine;
protected virtual void Awake()
{
_StateMachine.InitializeAfterDeserialize();
}
/************************************************************************************************************************/
// Used in the Interruptions sample.
/************************************************************************************************************************/
[SerializeField]
private HealthPool _Health;
public HealthPool Health => _Health;
/************************************************************************************************************************/
// Used in the Brains sample.
/************************************************************************************************************************/
[SerializeField]
private CharacterParameters _Parameters;
public CharacterParameters Parameters => _Parameters;
/************************************************************************************************************************/
// Used in the Weapons sample.
/************************************************************************************************************************/
[SerializeField]
private Equipment _Equipment;
public Equipment Equipment => _Equipment;
/************************************************************************************************************************/
}
}