65 lines
2.6 KiB
C#
65 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 UnityEngine;
|
|
|
|
namespace Animancer.Samples.AnimatorControllers.GameKit
|
|
{
|
|
/// <summary>
|
|
/// A <see cref="CharacterState"/> which teleports back to the starting position, plays an animation then returns
|
|
/// to the <see cref="Character.Idle"/> state.
|
|
/// </summary>
|
|
///
|
|
/// <remarks>
|
|
/// <strong>Sample:</strong>
|
|
/// <see href="https://kybernetik.com.au/animancer/docs/samples/animator-controllers/3d-game-kit/respawn">
|
|
/// 3D Game Kit/Respawn</see>
|
|
/// </remarks>
|
|
///
|
|
/// https://kybernetik.com.au/animancer/api/Animancer.Samples.AnimatorControllers.GameKit/RespawnState
|
|
///
|
|
[AddComponentMenu(Strings.SamplesMenuPrefix + "Game Kit - Respawn State")]
|
|
[AnimancerHelpUrl(typeof(RespawnState))]
|
|
public class RespawnState : CharacterState
|
|
{
|
|
/************************************************************************************************************************/
|
|
|
|
[SerializeField] private ClipTransition _Animation;
|
|
[SerializeField] private UnityEvent _OnEnterState;// See the Read Me.
|
|
[SerializeField] private UnityEvent _OnExitState;// See the Read Me.
|
|
|
|
private Vector3 _StartingPosition;
|
|
|
|
/************************************************************************************************************************/
|
|
|
|
protected virtual void Awake()
|
|
{
|
|
_Animation.Events.OnEnd = Character.StateMachine.ForceSetDefaultState;
|
|
_StartingPosition = transform.position;
|
|
}
|
|
|
|
/************************************************************************************************************************/
|
|
|
|
protected virtual void OnEnable()
|
|
{
|
|
Character.Animancer.Play(_Animation);
|
|
Character.transform.position = _StartingPosition;
|
|
_OnEnterState.Invoke();
|
|
}
|
|
|
|
/************************************************************************************************************************/
|
|
|
|
protected virtual void OnDisable()
|
|
{
|
|
_OnExitState.Invoke();
|
|
}
|
|
|
|
/************************************************************************************************************************/
|
|
|
|
public override bool CanExitState => false;
|
|
|
|
/************************************************************************************************************************/
|
|
}
|
|
}
|