iFactory.Cutting.Unity/Assets/Plugins/Animancer/Examples/06 State Machines/01 Characters/Character.cs

64 lines
3.0 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 UnityEngine;
namespace Animancer.Examples.StateMachines
{
/// <summary>
/// A centralised group of references to the common parts of a character and a state machine for their actions.
/// </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/Character
///
[AddComponentMenu(Strings.ExamplesMenuPrefix + "Characters - Character")]
[HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(StateMachines) + "/" + nameof(Character))]
[DefaultExecutionOrder(-10000)]// Initialize the StateMachine before anything uses it.
public sealed class Character : MonoBehaviour
{
/************************************************************************************************************************/
// Used in the Characters example.
/************************************************************************************************************************/
[SerializeField]
private AnimancerComponent _Animancer;
public AnimancerComponent Animancer => _Animancer;
[SerializeField]
private CharacterState.StateMachine _StateMachine;
public CharacterState.StateMachine StateMachine => _StateMachine;
private void Awake()
{
StateMachine.InitializeAfterDeserialize();
}
/************************************************************************************************************************/
// Used in the Interruptions example.
/************************************************************************************************************************/
[SerializeField]
private HealthPool _Health;
public HealthPool Health => _Health;
/************************************************************************************************************************/
// Used in the Brains example.
/************************************************************************************************************************/
[SerializeField]
private CharacterParameters _Parameters;
public CharacterParameters Parameters => _Parameters;
/************************************************************************************************************************/
// Used in the Weapons example.
/************************************************************************************************************************/
[SerializeField]
private Equipment _Equipment;
public Equipment Equipment => _Equipment;
/************************************************************************************************************************/
}
}