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CrowdControl/Assets/Plugins/Animancer/Examples/06 State Machines/02 Interrupt Management/Creature.cs

101 lines
4.3 KiB
C#

1 month 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 System;
using UnityEngine;
namespace Animancer.Examples.StateMachines.InterruptManagement
{
/// <summary>
/// A centralised group of references to the common parts of a creature and a state machine for their actions.
/// </summary>
[AddComponentMenu(Strings.MenuPrefix + "Examples/Interrupt Management - Creature")]
[HelpURL(Strings.APIDocumentationURL + ".Examples.StateMachines.InterruptManagement/Creature")]
[DefaultExecutionOrder(-5000)]// Initialise the State Machine early.
public sealed class Creature : MonoBehaviour
{
/************************************************************************************************************************/
[SerializeField]
private AnimancerComponent _Animancer;
public AnimancerComponent Animancer { get { return _Animancer; } }
[SerializeField]
private CreatureState _Idle;
public CreatureState Idle { get { return _Idle; } }
// Rigidbody.
// Ground Detector.
// Stats.
// Health and Mana.
// Pathfinding.
// Etc.
// Anything common to most creatures.
/************************************************************************************************************************/
/// <summary>
/// The Finite State Machine that manages the actions of this creature.
/// </summary>
public StateMachine<CreatureState> StateMachine { get; private set; }
/// <summary>
/// Forces the <see cref="StateMachine"/> to return to the <see cref="Idle"/> state.
/// </summary>
public Action ForceIdleState { get; private set; }
/************************************************************************************************************************/
private void Awake()
{
// Note that this class has a [DefaultExecutionOrder] attribute to ensure that this method runs before any
// other components that might want to access it.
ForceIdleState = () => StateMachine.ForceSetState(_Idle);
StateMachine = new StateMachine<CreatureState>(_Idle);
}
/************************************************************************************************************************/
/// <summary>
/// Calls <see cref="StateMachine{TState}.TrySetState"/>. Normally you would just access the
/// <see cref="StateMachine"/> directly. This method only exists to be called by UI buttons.
/// </summary>
public void TrySetState(CreatureState state)
{
StateMachine.TrySetState(state);
}
/************************************************************************************************************************/
#if UNITY_EDITOR
/************************************************************************************************************************/
/// <summary>[Editor-Only]
/// Inspector Gadgets Pro calls this method after drawing the regular Inspector GUI, allowing this script to
/// display its current state in Play Mode.
/// </summary>
/// <remarks>
/// Inspector Gadgets Pro allows you to easily customise the Inspector without writing a full custom Inspector
/// class by simply adding a method with this name. Without Inspector Gadgets, this method will do nothing.
/// It can be purchased from https://kybernetik.com.au/inspector-gadgets/pro
/// </remarks>
private void AfterInspectorGUI()
{
if (UnityEditor.EditorApplication.isPlaying)
{
var enabled = GUI.enabled;
GUI.enabled = false;
UnityEditor.EditorGUILayout.ObjectField("Current State", StateMachine.CurrentState, typeof(CreatureState), true);
GUI.enabled = enabled;
}
}
/************************************************************************************************************************/
#endif
/************************************************************************************************************************/
}
}