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CrowdControl/Assets/Plugins/Animancer/Examples/06 State Machines/06 Platformer/Creature States/IdleState.cs

52 lines
1.9 KiB
C#

3 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>
/// A <see cref="CreatureState"/> that plays an idle animation.
/// </summary>
[AddComponentMenu(Strings.MenuPrefix + "Examples/Platformer - Idle State")]
[HelpURL(Strings.APIDocumentationURL + ".Examples.StateMachines.Platformer/IdleState")]
public sealed class IdleState : CreatureState
{
/************************************************************************************************************************/
[SerializeField] private AnimationClip _Idle;
[SerializeField] private AnimationClip _Walk;
[SerializeField] private AnimationClip _Run;
[SerializeField] private float _WalkSpeed;
[SerializeField] private float _RunSpeed;
/************************************************************************************************************************/
public override float MovementSpeed
{
get { return Creature.Brain.IsRunning ? _RunSpeed : _WalkSpeed; }
}
/************************************************************************************************************************/
private void FixedUpdate()
{
if (Creature.Brain.MovementDirection == 0)
{
Creature.Animancer.Play(_Idle);
}
else if (Creature.Brain.IsRunning)
{
Creature.Animancer.Play(_Run);
}
else
{
Creature.Animancer.Play(_Walk);
}
}
/************************************************************************************************************************/
}
}