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

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;
}
}
/************************************************************************************************************************/
}
}