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.
65 lines
2.8 KiB
C#
65 lines
2.8 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 Animancer.FSM;
|
||
|
using UnityEngine;
|
||
|
|
||
|
namespace Animancer.Examples.AnimatorControllers.GameKit
|
||
|
{
|
||
|
/// <summary>
|
||
|
/// Base class for the various states a <see cref="Brains.Creature"/> can be in and actions they can perform.
|
||
|
/// </summary>
|
||
|
[AddComponentMenu(Strings.MenuPrefix + "Examples/Game Kit - Creature State")]
|
||
|
[HelpURL(Strings.APIDocumentationURL + ".Examples.AnimatorControllers.GameKit/CreatureState")]
|
||
|
public abstract class CreatureState : StateBehaviour<CreatureState>,
|
||
|
IOwnedState<CreatureState>
|
||
|
{
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
[SerializeField]
|
||
|
private Creature _Creature;
|
||
|
|
||
|
/// <summary>The <see cref="Brains.Creature"/> that owns this state.</summary>
|
||
|
public Creature Creature
|
||
|
{
|
||
|
get { return _Creature; }
|
||
|
}
|
||
|
|
||
|
#if UNITY_EDITOR
|
||
|
protected void Reset()
|
||
|
{
|
||
|
_Creature = Editor.AnimancerEditorUtilities.GetComponentInHierarchy<Creature>(gameObject);
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
public StateMachine<CreatureState> OwnerStateMachine { get { return _Creature.StateMachine; } }
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
/// <summary>
|
||
|
/// Jumping enters the <see cref="AirborneState"/>, but <see cref="CharacterController.isGrounded"/> doesn't
|
||
|
/// become false until after the first update, so we want to make sure the <see cref="Creature"/> won't stick
|
||
|
/// to the ground during that update.
|
||
|
/// </summary>
|
||
|
public virtual bool StickToGround { get { return true; } }
|
||
|
|
||
|
/// <summary>
|
||
|
/// Some states (such as <see cref="AirborneState"/>) will want to apply their own source of root motion, but
|
||
|
/// most will just use the root motion from the animations.
|
||
|
/// </summary>
|
||
|
public virtual Vector3 RootMotion { get { return _Creature.Animancer.Animator.deltaPosition; } }
|
||
|
|
||
|
/// <summary>
|
||
|
/// Indicates whether the root motion applied each frame while this state is active should be constrained to
|
||
|
/// only move in the specified <see cref="CreatureBrain.Movement"/>. Otherwise the root motion can
|
||
|
/// move the <see cref="Creature"/> in any direction. Default is true.
|
||
|
/// </summary>
|
||
|
public virtual bool FullMovementControl { get { return true; } }
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
}
|
||
|
}
|