73 lines
3.2 KiB
C#
73 lines
3.2 KiB
C#
// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2024 Kybernetik //
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#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value.
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using Animancer.FSM;
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using UnityEngine;
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namespace Animancer.Samples.StateMachines
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{
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/// <summary>
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/// A centralised group of references to the common parts of a character and a state machine for their actions.
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/// </summary>
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///
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/// <remarks>
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/// <strong>Sample:</strong>
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/// <see href="https://kybernetik.com.au/animancer/docs/samples/fsm/characters">
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/// Characters</see>
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/// </remarks>
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///
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/// https://kybernetik.com.au/animancer/api/Animancer.Samples.StateMachines/Character
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///
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[AddComponentMenu(Strings.SamplesMenuPrefix + "Characters - Character")]
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[AnimancerHelpUrl(typeof(Character))]
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[DefaultExecutionOrder(-10000)]// Initialize the StateMachine before anything uses it.
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public class Character : MonoBehaviour
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{
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/************************************************************************************************************************/
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// Used in the Characters sample.
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/************************************************************************************************************************/
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[SerializeField]
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private AnimancerComponent _Animancer;
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public AnimancerComponent Animancer => _Animancer;
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/************************************************************************************************************************/
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[SerializeField]
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private StateMachine<CharacterState>.WithDefault _StateMachine;
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public StateMachine<CharacterState>.WithDefault StateMachine => _StateMachine;
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protected virtual void Awake()
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{
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_StateMachine.InitializeAfterDeserialize();
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}
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/************************************************************************************************************************/
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// Used in the Interruptions sample.
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/************************************************************************************************************************/
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[SerializeField]
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private HealthPool _Health;
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public HealthPool Health => _Health;
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/************************************************************************************************************************/
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// Used in the Brains sample.
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/************************************************************************************************************************/
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[SerializeField]
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private CharacterParameters _Parameters;
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public CharacterParameters Parameters => _Parameters;
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/************************************************************************************************************************/
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// Used in the Weapons sample.
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/************************************************************************************************************************/
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[SerializeField]
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private Equipment _Equipment;
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public Equipment Equipment => _Equipment;
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/************************************************************************************************************************/
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}
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}
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