69 lines
2.6 KiB
C#
69 lines
2.6 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 Animancer.FSM;
|
|
using UnityEngine;
|
|
|
|
namespace Animancer.Samples.StateMachines
|
|
{
|
|
/// <summary>A state for a <see cref="Character"/>.</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/CharacterState
|
|
///
|
|
[AddComponentMenu(Strings.SamplesMenuPrefix + "Characters - Character State")]
|
|
[AnimancerHelpUrl(typeof(CharacterState))]
|
|
public abstract class CharacterState : StateBehaviour
|
|
{
|
|
/************************************************************************************************************************/
|
|
|
|
[SerializeField]
|
|
private Character _Character;
|
|
public Character Character => _Character;
|
|
|
|
/************************************************************************************************************************/
|
|
|
|
#if UNITY_EDITOR
|
|
protected override void OnValidate()
|
|
{
|
|
base.OnValidate();
|
|
|
|
gameObject.GetComponentInParentOrChildren(ref _Character);
|
|
}
|
|
#endif
|
|
|
|
/************************************************************************************************************************/
|
|
// Explained in the Interruptions sample.
|
|
/************************************************************************************************************************/
|
|
|
|
public virtual CharacterStatePriority Priority => CharacterStatePriority.Low;
|
|
|
|
public virtual bool CanInterruptSelf => false;
|
|
|
|
public override bool CanExitState
|
|
{
|
|
get
|
|
{
|
|
// There are several different ways of accessing the state change details:
|
|
// CharacterState nextState = StateChange<CharacterState>.NextState;
|
|
// CharacterState nextState = this.GetNextState();
|
|
CharacterState nextState = _Character.StateMachine.NextState;
|
|
if (nextState == this)
|
|
return CanInterruptSelf;
|
|
else if (Priority == CharacterStatePriority.Low)
|
|
return true;
|
|
else
|
|
return nextState.Priority > Priority;
|
|
}
|
|
}
|
|
|
|
/************************************************************************************************************************/
|
|
}
|
|
}
|