// 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.InterruptManagement
{
///
/// A state for a which plays an animation and uses a
/// enum to determine which other states can interrupt it.
///
[AddComponentMenu(Strings.MenuPrefix + "Examples/Interrupt Management - Creature State")]
[HelpURL(Strings.APIDocumentationURL + ".Examples.StateMachines.InterruptManagement/CreatureState")]
public sealed class CreatureState : StateBehaviour
{
/************************************************************************************************************************/
/// Levels of importance.
public enum Priority
{
Low,// Could specify "Low = 0," if we want to be explicit.
Medium,// Medium = 1,
High,// High = 2,
}
/************************************************************************************************************************/
[SerializeField] private Creature _Creature;
[SerializeField] private AnimationClip _Animation;
[SerializeField] private Priority _Priority;
/************************************************************************************************************************/
private void OnEnable()
{
var state = _Creature.Animancer.Play(_Animation, 0.25f);
if (!_Animation.isLooping)
state.Events.OnEnd = _Creature.ForceIdleState;
}
/************************************************************************************************************************/
///
/// Only allows a new state to be entered if it has equal or higher to this state.
///
public override bool CanExitState(CreatureState nextState)
{
return nextState._Priority >= _Priority;
}
/************************************************************************************************************************/
}
}