// 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.Brains { /// /// A which keeps the creature standing still. /// [AddComponentMenu(Strings.MenuPrefix + "Examples/Brains - Idle State")] [HelpURL(Strings.APIDocumentationURL + ".Examples.StateMachines.Brains/IdleState")] public sealed class IdleState : CreatureState { /************************************************************************************************************************/ [SerializeField] private AnimationClip _Animation; /************************************************************************************************************************/ private void OnEnable() { Creature.Animancer.Play(_Animation, 0.25f); } /************************************************************************************************************************/ /// /// Constantly clears the to ensure that the creature doesn't slide or get /// pushed around too easily. /// /// /// This method is kept simple for the sake of demonstrating the animation system in this example. /// In a real game you would usually not set the velocity directly, but would instead use /// to avoid interfering with collisions and other forces. /// private void FixedUpdate() { Creature.Rigidbody.velocity = Vector3.zero; } /************************************************************************************************************************/ } }