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66 lines
2.5 KiB
C#
66 lines
2.5 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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using UnityEngine.Events;
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namespace Animancer.Examples.AnimatorControllers.GameKit
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{
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[AddComponentMenu(Strings.MenuPrefix + "Examples/Game Kit - Die State")]
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[HelpURL(Strings.APIDocumentationURL + ".Examples.AnimatorControllers.GameKit/DieState")]
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public sealed class DieState : CreatureState
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{
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/************************************************************************************************************************/
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[SerializeField] private ClipState.Transition _Animation;
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[SerializeField] private UnityEvent _OnEnterState;// See the Read Me.
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[SerializeField] private UnityEvent _OnExitState;// See the Read Me.
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/************************************************************************************************************************/
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private void Awake()
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{
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// Respawn immediately when the animation ends.
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_Animation.Events.Sequence.OnEnd = Creature.Respawn.ForceEnterState;
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}
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/************************************************************************************************************************/
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public void OnDeath()
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{
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Creature.StateMachine.ForceSetState(this);
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}
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/************************************************************************************************************************/
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private void OnEnable()
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{
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Creature.Animancer.Play(_Animation);
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Creature.ForwardSpeed = 0;
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_OnEnterState.Invoke();
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}
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/************************************************************************************************************************/
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private void OnDisable()
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{
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_OnExitState.Invoke();
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}
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/************************************************************************************************************************/
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public override bool FullMovementControl { get { return false; } }
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/************************************************************************************************************************/
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public override bool CanExitState(CreatureState nextState)
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{
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return false;
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}
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/************************************************************************************************************************/
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}
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}
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