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CrowdControl/Assets/Plugins/Animancer/Examples/09 Animator Controllers/02 3D Game Kit/States/DieState.cs

66 lines
2.5 KiB
C#

2 months ago
// Animancer // Copyright 2020 Kybernetik //
#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value.
using Animancer.FSM;
using UnityEngine;
using UnityEngine.Events;
namespace Animancer.Examples.AnimatorControllers.GameKit
{
[AddComponentMenu(Strings.MenuPrefix + "Examples/Game Kit - Die State")]
[HelpURL(Strings.APIDocumentationURL + ".Examples.AnimatorControllers.GameKit/DieState")]
public sealed class DieState : CreatureState
{
/************************************************************************************************************************/
[SerializeField] private ClipState.Transition _Animation;
[SerializeField] private UnityEvent _OnEnterState;// See the Read Me.
[SerializeField] private UnityEvent _OnExitState;// See the Read Me.
/************************************************************************************************************************/
private void Awake()
{
// Respawn immediately when the animation ends.
_Animation.Events.Sequence.OnEnd = Creature.Respawn.ForceEnterState;
}
/************************************************************************************************************************/
public void OnDeath()
{
Creature.StateMachine.ForceSetState(this);
}
/************************************************************************************************************************/
private void OnEnable()
{
Creature.Animancer.Play(_Animation);
Creature.ForwardSpeed = 0;
_OnEnterState.Invoke();
}
/************************************************************************************************************************/
private void OnDisable()
{
_OnExitState.Invoke();
}
/************************************************************************************************************************/
public override bool FullMovementControl { get { return false; } }
/************************************************************************************************************************/
public override bool CanExitState(CreatureState nextState)
{
return false;
}
/************************************************************************************************************************/
}
}