Summary
A
Animancer.Examples.AnimatorControllers.GameKit.CharacterState which plays an "airborne" animation.- Assembly
- Animancer
.dll - Namespace
- Animancer
.Examples .AnimatorControllers .GameKit - Interfaces
- Base Types
-
- MonoBehaviour
- StateBehaviour
- CharacterState
graph BT
Type-->Base0["CharacterState"]
click Base0 "/animancer-v7-4/api/Animancer.Examples.AnimatorControllers.GameKit/CharacterState"
Base0-->Base1["StateBehaviour"]
click Base1 "/animancer-v7-4/api/Animancer.FSM/StateBehaviour"
Base1-->Base2["MonoBehaviour"]
Type-.->Interface0["IOwnedState<CharacterState>"]
Type-.->Interface1["IState"]
click Interface1 "/animancer-v7-4/api/Animancer.FSM/IState"
Type["AirborneState"]
class Type type-node
Syntax
[AddComponentMenu(Strings.ExamplesMenuPrefix + "Game Kit - Airborne State")]
[HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(AnimatorControllers) + "." + nameof(GameKit) + "/" + nameof(AirborneState))]
public sealed class AirborneState : CharacterState, IOwnedState<CharacterState>, IState
Examples
Attributes
| Type | Description |
|---|---|
| AddComponentMenu | |
| HelpURLAttribute |
Properties
| Name | Value | Summary |
|---|---|---|
| CanEnterState | bool |
[
Animancer.FSM.IState.CanEnterState]
Determines whether the Animancer.FSM.StateMachine`1 can enter this state.
Always returns true unless overridden.
Inherited from StateBehaviour
|
| CanExitState | bool |
[
Animancer.FSM.IState.CanExitState]
Determines whether the Animancer.FSM.StateMachine`1 can exit this state.
Always returns true unless overridden.
Inherited from StateBehaviour
|
| Character | Character |
Inherited from CharacterState
|
| FullMovementControl | bool |
Indicates whether the root motion applied each frame while this state is active should be constrained to
only move in the specified
CharacterBrain.Movement. Otherwise the root motion can
move the Animancer.Examples.AnimatorControllers.GameKit.CharacterState.Character in any direction. Default is true.
Inherited from CharacterState
|
| OwnerStateMachine | StateMachine |
The
Animancer.FSM.StateMachine`1 that this state is used in.Inherited from CharacterState
|
| RootMotion | Vector3 |
The airborne animations do not have root motion, so we just let the brain determine which way to go.
|
| StickToGround | bool |
Jumping enters the
Animancer.Examples.AnimatorControllers.GameKit.AirborneState, but UnityEngine.CharacterController.isGrounded doesn't
become false until after the first update, so we want to make sure the Animancer.Examples.AnimatorControllers.GameKit.CharacterState.Character won't stick
to the ground during that update.
|
Methods
| Name | Value | Summary |
|---|---|---|
| CancelJump |
void | |
| OnEnterState |
void |
[
Animancer.FSM.IState.OnEnterState]
Asserts that this component isn't already enabled, then enables it.
Inherited from StateBehaviour
|
| OnExitState |
void |
[
Animancer.FSM.IState.OnExitState]
Asserts that this component isn't already disabled, then disables it.
Inherited from StateBehaviour
|
| OnValidate |
void |
[Editor-Only] States start disabled and only the current state gets enabled at runtime.
Inherited from CharacterState
|
| TryJump |
bool |