73 lines
2.9 KiB
C#
73 lines
2.9 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.AnimatorControllers.GameKit
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{
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/// <summary>A <see cref="CharacterState"/> which plays a "dying" animation.</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/animator-controllers/3d-game-kit/die">
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/// 3D Game Kit/Die</see>
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/// </remarks>
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///
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/// https://kybernetik.com.au/animancer/api/Animancer.Samples.AnimatorControllers.GameKit/DieState
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///
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[AddComponentMenu(Strings.SamplesMenuPrefix + "Game Kit - Die State")]
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[AnimancerHelpUrl(typeof(DieState))]
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public class DieState : CharacterState
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{
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/************************************************************************************************************************/
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[SerializeField] private ClipTransition _Animation;
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[SerializeField] private CharacterState _RespawnState;
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[SerializeField] private UnityEvent _OnEnterState;// See the Read Me.
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[SerializeField] private UnityEvent _OnExitState;// See the Read Me.
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/************************************************************************************************************************/
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protected virtual void Awake()
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{
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// Respawn immediately when the animation ends.
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_Animation.Events.OnEnd = _RespawnState.ForceEnterState;
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}
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/************************************************************************************************************************/
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public void OnDeath()
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{
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Character.StateMachine.ForceSetState(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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Character.Animancer.Play(_Animation);
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Character.Parameters.ForwardSpeed = 0;
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_OnEnterState.Invoke();
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}
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/************************************************************************************************************************/
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protected virtual void OnDisable()
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{
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_OnExitState.Invoke();
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}
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/************************************************************************************************************************/
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public override bool FullMovementControl => false;
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/************************************************************************************************************************/
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public override bool CanExitState => false;
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/************************************************************************************************************************/
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}
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}
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