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62 lines
2.2 KiB
C#
62 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.Brains
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{
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/// <summary>
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/// Base class for controlling the actions of a <see cref="Brains.Creature"/>.
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/// </summary>
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[AddComponentMenu(Strings.MenuPrefix + "Examples/Brains - Creature Brain")]
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[HelpURL(Strings.APIDocumentationURL + ".Examples.StateMachines.Brains/CreatureBrain")]
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public abstract class CreatureBrain : MonoBehaviour
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{
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/************************************************************************************************************************/
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[SerializeField]
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private Creature _Creature;
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public Creature Creature
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{
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get { return _Creature; }
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set
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{
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// The More Brains example uses this to swap between brains at runtime.
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if (_Creature == value)
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return;
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var oldCreature = _Creature;
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_Creature = value;
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// Make sure the old creature doesn't still reference this brain.
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if (oldCreature != null)
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oldCreature.Brain = null;
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// Give the new creature a reference to this brain.
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// We also only want brains to be enabled when they actually have a creature to control.
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if (value != null)
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{
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value.Brain = this;
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enabled = true;
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}
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else
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{
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enabled = false;
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}
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}
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}
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/************************************************************************************************************************/
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/// <summary>The direction this brain wants to move.</summary>
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public Vector3 MovementDirection { get; protected set; }
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/// <summary>Indicates whether this brain wants to run.</summary>
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public bool IsRunning { get; protected set; }
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/************************************************************************************************************************/
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}
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}
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