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37 lines
1.5 KiB
C#
37 lines
1.5 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 Animancer.FSM;
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using UnityEngine;
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namespace Animancer.Examples.StateMachines.Creatures
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{
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/// <summary>
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/// A state for a <see cref="Creature"/> which simply plays an animation.
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/// </summary>
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[AddComponentMenu(Strings.MenuPrefix + "Examples/Creatures - Creature State")]
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[HelpURL(Strings.APIDocumentationURL + ".Examples.StateMachines.Creatures/CreatureState")]
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public sealed class CreatureState : StateBehaviour<CreatureState>
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{
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/************************************************************************************************************************/
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[SerializeField] private Creature _Creature;
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[SerializeField] private AnimationClip _Animation;
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/************************************************************************************************************************/
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/// <summary>
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/// Plays the animation and if it is not looping it returns the <see cref="Creature"/> to Idle afterwards.
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/// </summary>
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private void OnEnable()
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{
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var state = _Creature.Animancer.Play(_Animation, 0.25f);
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if (!_Animation.isLooping)
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state.Events.OnEnd = _Creature.ForceIdleState;
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}
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/************************************************************************************************************************/
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}
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}
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