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54 lines
2.0 KiB
C#
54 lines
2.0 KiB
C#
2 months ago
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// Animancer // Copyright 2020 Kybernetik //
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#pragma warning disable CS0618 // Type or member is obsolete (for PlayableAssetState in Animancer Lite).
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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.Examples.StateMachines.Platformer
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{
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/// <summary>
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/// A <see cref="CreatureState"/> that plays a <see cref="UnityEngine.Playables.PlayableAsset"/> (such as a
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/// <see cref="UnityEngine.Timeline.TimelineAsset"/>)
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/// then returns to idle.
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/// </summary>
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[AddComponentMenu(Strings.MenuPrefix + "Examples/Platformer - Timeline State")]
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[HelpURL(Strings.APIDocumentationURL + ".Examples.StateMachines.Platformer/TimelineState")]
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public sealed class TimelineState : CreatureState
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{
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/************************************************************************************************************************/
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[SerializeField] private PlayableAssetState.Transition _Animation;
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[SerializeField] private bool _DestroyWhenDone;
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/************************************************************************************************************************/
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private void Awake()
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{
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if (_DestroyWhenDone)
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{
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_Animation.Events.Sequence.OnEnd = () =>
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{
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Creature.Idle.ForceEnterState();
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Creature.Animancer.States.Destroy(_Animation);
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Destroy(this);
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};
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}
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else
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{
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_Animation.Events.Sequence.OnEnd = Creature.ForceEnterIdleState;
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}
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}
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/************************************************************************************************************************/
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private void OnEnable()
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{
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Creature.Animancer.Play(_Animation);
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}
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/************************************************************************************************************************/
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}
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}
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