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

68 lines
2.8 KiB
C#

// 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 Animancer.FSM;
using UnityEngine;
namespace Animancer.Examples.StateMachines
{
/// <summary>A state for 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/CharacterState
///
[AddComponentMenu(Strings.ExamplesMenuPrefix + "Characters - Character State")]
[HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(StateMachines) + "/" + nameof(CharacterState))]
public abstract class CharacterState : StateBehaviour
{
/************************************************************************************************************************/
[System.Serializable]
public class StateMachine : StateMachine<CharacterState>.WithDefault { }
/************************************************************************************************************************/
[SerializeField]
private Character _Character;
public Character Character => _Character;
/************************************************************************************************************************/
#if UNITY_EDITOR
protected override void OnValidate()
{
base.OnValidate();
gameObject.GetComponentInParentOrChildren(ref _Character);
}
#endif
/************************************************************************************************************************/
// Explained in the Interruptions example.
/************************************************************************************************************************/
public virtual CharacterStatePriority Priority => CharacterStatePriority.Low;
public virtual bool CanInterruptSelf => false;
public override bool CanExitState
{
get
{
// There are several different ways of accessing the state change details:
// var nextState = StateChange<CharacterState>.NextState;
// var nextState = this.GetNextState();
var nextState = _Character.StateMachine.NextState;
if (nextState == this)
return CanInterruptSelf;
else if (Priority == CharacterStatePriority.Low)
return true;
else
return nextState.Priority > Priority;
}
}
/************************************************************************************************************************/
}
}