You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
CrowdControl/Assets/Plugins/Animancer/Examples/06 State Machines/06 Platformer/Creature States/CreatureState.cs

52 lines
2.2 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 UnityEngine;
namespace Animancer.Examples.StateMachines.Platformer
{
/// <summary>
/// Base class for the various states a <see cref="Platformer.Creature"/> can be in and actions they can perform.
/// </summary>
[HelpURL(Strings.APIDocumentationURL + ".Examples.StateMachines.Platformer/CreatureState")]
public abstract class CreatureState : FSM.StateBehaviour<CreatureState>, FSM.IOwnedState<CreatureState>
{
/************************************************************************************************************************/
[SerializeField]
private Creature _Creature;
/// <summary>The <see cref="Examples.PlatformerCreature"/> that owns this state.</summary>
public Creature Creature { get { return _Creature; } }
/// <summary>
/// Sets the <see cref="Creature"/>.
/// </summary>
/// <remarks>
/// This is not a property setter because you shouldn't be casually changing the owner of a state. Usually this
/// would only be used when adding a state to a creature using a script.
/// </remarks>
public void SetCreature(Creature creature)
{
_Creature = creature;
}
/************************************************************************************************************************/
/// <summary>
/// The current speed at which this state allows the creature to move.
/// </summary>
/// <remarks>
/// This value is always 0 unless overridden by a child class.
/// </remarks>
public virtual float MovementSpeed { get { return 0; } }
/************************************************************************************************************************/
public FSM.StateMachine<CreatureState> OwnerStateMachine { get { return _Creature.StateMachine; } }
/************************************************************************************************************************/
}
}