// 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
{
/// A which activates itself when the character takes damage.
/// Interruptions
/// https://kybernetik.com.au/animancer/api/Animancer.Examples.StateMachines/FlinchState
///
[AddComponentMenu(Strings.ExamplesMenuPrefix + "Interruptions - Flinch State")]
[HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(StateMachines) + "/" + nameof(FlinchState))]
public sealed class FlinchState : CharacterState
{
/************************************************************************************************************************/
[SerializeField] private ClipTransition _Animation;
/************************************************************************************************************************/
private void Awake()
{
_Animation.Events.OnEnd = Character.StateMachine.ForceSetDefaultState;
Character.Health.OnHitReceived += () => Character.StateMachine.TryResetState(this);
}
/************************************************************************************************************************/
private void OnEnable()
{
Character.Animancer.Play(_Animation);
}
/************************************************************************************************************************/
public override CharacterStatePriority Priority => CharacterStatePriority.High;
public override bool CanInterruptSelf => true;
/************************************************************************************************************************/
}
}