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52 lines
2.2 KiB
C#
52 lines
2.2 KiB
C#
// Animancer // Copyright 2020 Kybernetik //
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#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value.
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using UnityEngine;
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namespace Animancer.Examples.StateMachines.Platformer
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{
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/// <summary>
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/// Base class for the various states a <see cref="Platformer.Creature"/> can be in and actions they can perform.
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/// </summary>
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[HelpURL(Strings.APIDocumentationURL + ".Examples.StateMachines.Platformer/CreatureState")]
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public abstract class CreatureState : FSM.StateBehaviour<CreatureState>, FSM.IOwnedState<CreatureState>
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{
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/************************************************************************************************************************/
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[SerializeField]
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private Creature _Creature;
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/// <summary>The <see cref="Examples.PlatformerCreature"/> that owns this state.</summary>
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public Creature Creature { get { return _Creature; } }
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/// <summary>
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/// Sets the <see cref="Creature"/>.
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/// </summary>
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/// <remarks>
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/// This is not a property setter because you shouldn't be casually changing the owner of a state. Usually this
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/// would only be used when adding a state to a creature using a script.
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/// </remarks>
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public void SetCreature(Creature creature)
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{
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_Creature = creature;
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}
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/************************************************************************************************************************/
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/// <summary>
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/// The current speed at which this state allows the creature to move.
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/// </summary>
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/// <remarks>
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/// This value is always 0 unless overridden by a child class.
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/// </remarks>
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public virtual float MovementSpeed { get { return 0; } }
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/************************************************************************************************************************/
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public FSM.StateMachine<CreatureState> OwnerStateMachine { get { return _Creature.StateMachine; } }
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/************************************************************************************************************************/
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}
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}
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