BITFALL/Assets/Plugins/Animancer/Examples/06 State Machines/01 Characters/BasicCharacterBrain.cs

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// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2023 Kybernetik //
#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value.
using UnityEngine;
namespace Animancer.Examples.StateMachines
{
/// <summary>Uses player input to control a <see cref="Character"/>.</summary>
/// <example><see href="https://kybernetik.com.au/animancer/docs/examples/fsm/characters">Characters</see></example>
/// https://kybernetik.com.au/animancer/api/Animancer.Examples.StateMachines/BasicCharacterBrain
///
[AddComponentMenu(Strings.ExamplesMenuPrefix + "Characters - Basic Character Brain")]
[HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(StateMachines) + "/" + nameof(BasicCharacterBrain))]
public sealed class BasicCharacterBrain : MonoBehaviour
{
/************************************************************************************************************************/
[SerializeField] private Character _Character;
[SerializeField] private CharacterState _Move;
[SerializeField] private CharacterState _Action;
/************************************************************************************************************************/
private void Update()
{
UpdateMovement();
UpdateAction();
}
/************************************************************************************************************************/
private void UpdateMovement()
{
float forward = ExampleInput.WASD.y;
if (forward > 0)
{
_Character.StateMachine.TrySetState(_Move);
}
else
{
_Character.StateMachine.TrySetDefaultState();
}
}
/************************************************************************************************************************/
private void UpdateAction()
{
if (ExampleInput.LeftMouseUp)
_Character.StateMachine.TryResetState(_Action);
}
/************************************************************************************************************************/
}
}