// 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
{
///
/// A that performs an attack animation then returns to idle.
///
[AddComponentMenu(Strings.MenuPrefix + "Examples/Platformer - Attack State")]
[HelpURL(Strings.APIDocumentationURL + ".Examples.StateMachines.Platformer/AttackState")]
public sealed class AttackState : CreatureState
{
/************************************************************************************************************************/
[SerializeField] private AnimationClip _GroundAnimation;
[SerializeField] private AnimationClip _AirAnimation;
/************************************************************************************************************************/
private void OnEnable()
{
var animation = Creature.GroundDetector.IsGrounded ? _GroundAnimation : _AirAnimation;
var state = Creature.Animancer.Play(animation);
state.Events.OnEnd = Creature.ForceEnterIdleState;
}
/************************************************************************************************************************/
///
/// Returns false so that nothing can interript an attack until it is done.
///
///
/// If we had a Flinch state that gets triggered when the creature gets hit by an enemy, we would probably want
/// it to be able to interrupt an attack. To do this, we could use an int or an enum like in the
/// example.
///
/// We could just enter the Flinch state using ,
/// but then we would never be able to prevent it from triggering. For example, interacting with an object or
/// doing something in a cutscene might use a state that should never be interrupted.
///
public override bool CanExitState(CreatureState nextState)
{
return false;
}
/************************************************************************************************************************/
}
}