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CrowdControl/Assets/Plugins/Animancer/Examples/06 State Machines/03 Brains/States/CreatureState.cs

52 lines
1.9 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 UnityEngine;
namespace Animancer.Examples.StateMachines.Brains
{
/// <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/Brains - Creature State")]
[HelpURL(Strings.APIDocumentationURL + ".Examples.StateMachines.Brains/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; }
set
{
// If this was the active state in the previous creature, force it back to Idle.
if (_Creature != null &&
_Creature.StateMachine.CurrentState == this)
_Creature.Idle.ForceEnterState();
_Creature = value;
}
}
#if UNITY_EDITOR
protected void Reset()
{
_Creature = Editor.AnimancerEditorUtilities.GetComponentInHierarchy<Creature>(gameObject);
}
#endif
/************************************************************************************************************************/
public StateMachine<CreatureState> OwnerStateMachine { get { return _Creature.StateMachine; } }
/************************************************************************************************************************/
}
}