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46 lines
1.9 KiB
C#
46 lines
1.9 KiB
C#
2 months ago
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// Animancer // Copyright 2020 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.Examples.StateMachines.Brains
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{
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/// <summary>
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/// A <see cref="CreatureState"/> which keeps the creature standing still.
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/// </summary>
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[AddComponentMenu(Strings.MenuPrefix + "Examples/Brains - Idle State")]
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[HelpURL(Strings.APIDocumentationURL + ".Examples.StateMachines.Brains/IdleState")]
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public sealed class IdleState : CreatureState
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{
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/************************************************************************************************************************/
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[SerializeField] private AnimationClip _Animation;
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/************************************************************************************************************************/
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private void OnEnable()
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{
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Creature.Animancer.Play(_Animation, 0.25f);
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}
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/************************************************************************************************************************/
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/// <summary>
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/// Constantly clears the <see cref="Rigidbody.velocity"/> to ensure that the creature doesn't slide or get
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/// pushed around too easily.
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/// </summary>
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/// <remarks>
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/// This method is kept simple for the sake of demonstrating the animation system in this example.
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/// In a real game you would usually not set the velocity directly, but would instead use
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/// <see cref="Rigidbody.AddForce"/> to avoid interfering with collisions and other forces.
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/// </remarks>
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private void FixedUpdate()
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{
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Creature.Rigidbody.velocity = Vector3.zero;
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}
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/************************************************************************************************************************/
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}
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}
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