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52 lines
1.9 KiB
C#
52 lines
1.9 KiB
C#
3 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 Animancer.FSM;
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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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/// Base class for the various states a <see cref="Brains.Creature"/> can be in and actions they can perform.
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/// </summary>
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[AddComponentMenu(Strings.MenuPrefix + "Examples/Brains - Creature State")]
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[HelpURL(Strings.APIDocumentationURL + ".Examples.StateMachines.Brains/CreatureState")]
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public abstract class CreatureState : StateBehaviour<CreatureState>,
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IOwnedState<CreatureState>
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{
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/************************************************************************************************************************/
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[SerializeField]
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private Creature _Creature;
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/// <summary>The <see cref="Brains.Creature"/> that owns this state.</summary>
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public Creature Creature
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{
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get { return _Creature; }
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set
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{
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// If this was the active state in the previous creature, force it back to Idle.
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if (_Creature != null &&
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_Creature.StateMachine.CurrentState == this)
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_Creature.Idle.ForceEnterState();
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_Creature = value;
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}
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}
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#if UNITY_EDITOR
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protected void Reset()
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{
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_Creature = Editor.AnimancerEditorUtilities.GetComponentInHierarchy<Creature>(gameObject);
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}
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#endif
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/************************************************************************************************************************/
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public StateMachine<CreatureState> OwnerStateMachine { get { return _Creature.StateMachine; } }
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/************************************************************************************************************************/
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}
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}
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