// 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 { /// Uses player input to control a . /// Characters /// 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); } /************************************************************************************************************************/ } }