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CrowdControl/Assets/Plugins/Animancer/Examples/09 Animator Controllers/02 3D Game Kit/States/CreatureState.cs

65 lines
2.8 KiB
C#

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