60 lines
2.6 KiB
C#
60 lines
2.6 KiB
C#
// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2023 Kybernetik //
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#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value.
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using UnityEngine;
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using UnityEngine.Events;
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namespace Animancer.Examples.AnimatorControllers.GameKit
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{
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/// <summary>
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/// A <see cref="CharacterState"/> which teleports back to the starting position, plays an animation then returns
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/// to the <see cref="Character.Idle"/> state.
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/// </summary>
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/// <example><see href="https://kybernetik.com.au/animancer/docs/examples/animator-controllers/3d-game-kit/respawn">3D Game Kit/Respawn</see></example>
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/// https://kybernetik.com.au/animancer/api/Animancer.Examples.AnimatorControllers.GameKit/RespawnState
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///
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[AddComponentMenu(Strings.ExamplesMenuPrefix + "Game Kit - Respawn State")]
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[HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(AnimatorControllers) + "." + nameof(GameKit) + "/" + nameof(RespawnState))]
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public sealed class RespawnState : CharacterState
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{
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/************************************************************************************************************************/
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[SerializeField] private ClipTransition _Animation;
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[SerializeField] private UnityEvent _OnEnterState;// See the Read Me.
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[SerializeField] private UnityEvent _OnExitState;// See the Read Me.
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private Vector3 _StartingPosition;
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/************************************************************************************************************************/
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private void Awake()
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{
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_Animation.Events.OnEnd = Character.StateMachine.ForceSetDefaultState;
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_StartingPosition = transform.position;
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}
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/************************************************************************************************************************/
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private void OnEnable()
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{
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Character.Animancer.Play(_Animation);
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Character.transform.position = _StartingPosition;
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_OnEnterState.Invoke();
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}
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/************************************************************************************************************************/
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private void OnDisable()
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{
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_OnExitState.Invoke();
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}
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/************************************************************************************************************************/
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public override bool CanExitState => false;
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/************************************************************************************************************************/
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}
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}
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