// 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; /************************************************************************************************************************/ } }