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52 lines
2.4 KiB
C#
52 lines
2.4 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 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 performs an attack animation then returns to idle.
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/// </summary>
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[AddComponentMenu(Strings.MenuPrefix + "Examples/Platformer - Attack State")]
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[HelpURL(Strings.APIDocumentationURL + ".Examples.StateMachines.Platformer/AttackState")]
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public sealed class AttackState : CreatureState
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{
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/************************************************************************************************************************/
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[SerializeField] private AnimationClip _GroundAnimation;
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[SerializeField] private AnimationClip _AirAnimation;
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/************************************************************************************************************************/
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private void OnEnable()
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{
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var animation = Creature.GroundDetector.IsGrounded ? _GroundAnimation : _AirAnimation;
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var state = Creature.Animancer.Play(animation);
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state.Events.OnEnd = Creature.ForceEnterIdleState;
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}
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/************************************************************************************************************************/
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/// <summary>
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/// Returns false so that nothing can interript an attack until it is done.
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/// </summary>
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/// <remarks>
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/// If we had a Flinch state that gets triggered when the creature gets hit by an enemy, we would probably want
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/// it to be able to interrupt an attack. To do this, we could use an int or an enum like in the
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/// <see cref="CreatureState.Priority"/> example.
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/// <para></para>
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/// We could just enter the Flinch state using <see cref="FSM.StateMachine{TState}.ForceSetState(TState)"/>,
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/// but then we would never be able to prevent it from triggering. For example, interacting with an object or
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/// doing something in a cutscene might use a state that should never be interrupted.
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/// </remarks>
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public override bool CanExitState(CreatureState nextState)
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{
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return false;
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}
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/************************************************************************************************************************/
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}
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}
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