2025-05-09 15:40:34 +08:00

46 lines
1.9 KiB
C#

// 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
{
/// <summary>A <see cref="CharacterState"/> which plays an animation then returns to idle.</summary>
///
/// <remarks>
/// <strong>Sample:</strong>
/// <see href="https://kybernetik.com.au/animancer/docs/samples/fsm/characters">
/// Characters</see>
/// </remarks>
///
/// 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;
/************************************************************************************************************************/
}
}