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CrowdControl/Assets/Plugins/Animancer/Examples/06 State Machines/06 Platformer/Creature States/TimelineState.cs

54 lines
2.0 KiB
C#

// Animancer // Copyright 2020 Kybernetik //
#pragma warning disable CS0618 // Type or member is obsolete (for PlayableAssetState in Animancer Lite).
#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value.
using Animancer.FSM;
using UnityEngine;
namespace Animancer.Examples.StateMachines.Platformer
{
/// <summary>
/// A <see cref="CreatureState"/> that plays a <see cref="UnityEngine.Playables.PlayableAsset"/> (such as a
/// <see cref="UnityEngine.Timeline.TimelineAsset"/>)
/// then returns to idle.
/// </summary>
[AddComponentMenu(Strings.MenuPrefix + "Examples/Platformer - Timeline State")]
[HelpURL(Strings.APIDocumentationURL + ".Examples.StateMachines.Platformer/TimelineState")]
public sealed class TimelineState : CreatureState
{
/************************************************************************************************************************/
[SerializeField] private PlayableAssetState.Transition _Animation;
[SerializeField] private bool _DestroyWhenDone;
/************************************************************************************************************************/
private void Awake()
{
if (_DestroyWhenDone)
{
_Animation.Events.Sequence.OnEnd = () =>
{
Creature.Idle.ForceEnterState();
Creature.Animancer.States.Destroy(_Animation);
Destroy(this);
};
}
else
{
_Animation.Events.Sequence.OnEnd = Creature.ForceEnterIdleState;
}
}
/************************************************************************************************************************/
private void OnEnable()
{
Creature.Animancer.Play(_Animation);
}
/************************************************************************************************************************/
}
}