51 lines
2.1 KiB
C#
51 lines
2.1 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 UnityEngine;
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namespace Animancer.Samples.StateMachines
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{
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/// <summary>A <see cref="CharacterState"/> which activates itself when the character takes damage.</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/interruptions">
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/// Interruptions</see>
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/// </remarks>
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///
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/// https://kybernetik.com.au/animancer/api/Animancer.Samples.StateMachines/FlinchState
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///
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[AddComponentMenu(Strings.SamplesMenuPrefix + "Interruptions - Flinch State")]
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[AnimancerHelpUrl(typeof(FlinchState))]
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public class FlinchState : CharacterState
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{
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/************************************************************************************************************************/
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[SerializeField] private TransitionAsset _Animation;
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/************************************************************************************************************************/
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protected virtual void Awake()
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{
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Character.Health.OnHitReceived += () => Character.StateMachine.TryResetState(this);
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}
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/************************************************************************************************************************/
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protected virtual void OnEnable()
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{
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AnimancerState state = Character.Animancer.Play(_Animation);
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state.Events(this).OnEnd ??= Character.StateMachine.ForceSetDefaultState;
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}
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/************************************************************************************************************************/
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public override CharacterStatePriority Priority => CharacterStatePriority.High;
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public override bool CanInterruptSelf => true;
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/************************************************************************************************************************/
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}
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}
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