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

60 lines
2.2 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 UnityEngine;
namespace Animancer.Examples.StateMachines.Platformer
{
/// <summary>
/// A <see cref="CreatureState"/> that plays a die animation.
/// </summary>
[AddComponentMenu(Strings.MenuPrefix + "Examples/Platformer - Die State")]
[HelpURL(Strings.APIDocumentationURL + ".Examples.StateMachines.Platformer/DieState")]
public sealed class DieState : CreatureState
{
/************************************************************************************************************************/
[SerializeField] private AnimationClip _Animation;
/************************************************************************************************************************/
private void Awake()
{
Creature.Health.OnHealthChanged += () =>
{
if (Creature.Health.CurrentHealth <= 0)
{
Creature.StateMachine.ForceSetState(this);
var state = Creature.Animancer.States[_Animation];
state.Speed = 1;
}
else if (enabled)
{
var state = Creature.Animancer.States[_Animation];
state.Speed = -1;
if (state.NormalizedTime > 1)
state.NormalizedTime = 1;
state.Events.OnEnd = Creature.ForceEnterIdleState;
}
};
}
/************************************************************************************************************************/
private void OnEnable()
{
Creature.Animancer.Play(_Animation);
}
/************************************************************************************************************************/
public override bool CanExitState(CreatureState nextState)
{
return false;
}
/************************************************************************************************************************/
}
}