iFactory.Cutting.Unity/Assets/Plugins/Animancer/Examples/06 State Machines/02 Interruptions/FlinchState.cs

46 lines
2.0 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 <see cref="CharacterState"/> which activates itself when the character takes damage.</summary>
/// <example><see href="https://kybernetik.com.au/animancer/docs/examples/fsm/interruptions">Interruptions</see></example>
/// 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;
/************************************************************************************************************************/
}
}