// 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.AnimatorControllers.GameKit { /// /// Base class for the various states a can be in and actions they can perform. /// [AddComponentMenu(Strings.MenuPrefix + "Examples/Game Kit - Creature State")] [HelpURL(Strings.APIDocumentationURL + ".Examples.AnimatorControllers.GameKit/CreatureState")] public abstract class CreatureState : StateBehaviour, IOwnedState { /************************************************************************************************************************/ [SerializeField] private Creature _Creature; /// The that owns this state. public Creature Creature { get { return _Creature; } } #if UNITY_EDITOR protected void Reset() { _Creature = Editor.AnimancerEditorUtilities.GetComponentInHierarchy(gameObject); } #endif /************************************************************************************************************************/ public StateMachine OwnerStateMachine { get { return _Creature.StateMachine; } } /************************************************************************************************************************/ /// /// Jumping enters the , but doesn't /// become false until after the first update, so we want to make sure the won't stick /// to the ground during that update. /// public virtual bool StickToGround { get { return true; } } /// /// Some states (such as ) will want to apply their own source of root motion, but /// most will just use the root motion from the animations. /// public virtual Vector3 RootMotion { get { return _Creature.Animancer.Animator.deltaPosition; } } /// /// Indicates whether the root motion applied each frame while this state is active should be constrained to /// only move in the specified . Otherwise the root motion can /// move the in any direction. Default is true. /// public virtual bool FullMovementControl { get { return true; } } /************************************************************************************************************************/ } }