// 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.AnimatorControllers.GameKit
{
///
/// Base class for the various states a can be in and actions they can perform.
///
///
///
/// Sample:
///
/// 3D Game Kit
///
///
/// https://kybernetik.com.au/animancer/api/Animancer.Samples.AnimatorControllers.GameKit/CharacterState
///
[AddComponentMenu(Strings.SamplesMenuPrefix + "Game Kit - Character State")]
[AnimancerHelpUrl(typeof(CharacterState))]
public abstract class CharacterState : StateBehaviour, IOwnedState
{
/************************************************************************************************************************/
[System.Serializable]
public class StateMachine : StateMachine.WithDefault
{
/************************************************************************************************************************/
[SerializeField]
private CharacterState _Locomotion;
public CharacterState Locomotion => _Locomotion;
[SerializeField]
private CharacterState _Airborne;
public CharacterState Airborne => _Airborne;
/************************************************************************************************************************/
}
/************************************************************************************************************************/
[SerializeField]
private Character _Character;
public Character Character => _Character;
/************************************************************************************************************************/
#if UNITY_EDITOR
protected override void OnValidate()
{
base.OnValidate();
gameObject.GetComponentInParentOrChildren(ref _Character);
}
#endif
/************************************************************************************************************************/
public StateMachine OwnerStateMachine => _Character.StateMachine;
/************************************************************************************************************************/
///
/// Jumping enters the , but doesn't
/// become false until after the first update, so we want to make sure the won't stick
/// to the ground during that update.
///
public virtual bool StickToGround => true;
///
/// Some states (such as ) will want to apply their own source of root motion, but
/// most will just use the root motion from the animations.
///
public virtual Vector3 RootMotion => _Character.Animancer.Animator.deltaPosition;
///
/// Indicates whether the root motion applied each frame while this state is active should be constrained to
/// only move in the specified . Otherwise the root motion can
/// move the in any direction. Default is true.
///
public virtual bool FullMovementControl => true;
/************************************************************************************************************************/
}
}