Summary
Base class for the various states a
Brains.Character
can be in and actions they can perform.
- Assembly
- Animancer
.dll - Namespace
- Animancer
.Examples .AnimatorControllers .GameKit - Interfaces
- Base Types
-
- MonoBehaviour
- StateBehaviour
- Derived Types
graph BT
Type-->Base0["StateBehaviour"]
click Base0 "/animancer-v7-4/api/Animancer.FSM/StateBehaviour"
Base0-->Base1["MonoBehaviour"]
Type-.->Interface0["IOwnedState<CharacterState>"]
Type-.->Interface1["IState"]
click Interface1 "/animancer-v7-4/api/Animancer.FSM/IState"
Type["CharacterState"]
class Type type-node
Derived0["RespawnState"]-->Type
click Derived0 "/animancer-v7-4/api/Animancer.Examples.AnimatorControllers.GameKit/RespawnState"
Derived1["LocomotionState"]-->Type
click Derived1 "/animancer-v7-4/api/Animancer.Examples.AnimatorControllers.GameKit/LocomotionState"
Derived2["DieState"]-->Type
click Derived2 "/animancer-v7-4/api/Animancer.Examples.AnimatorControllers.GameKit/DieState"
Derived3["AirborneState"]-->Type
click Derived3 "/animancer-v7-4/api/Animancer.Examples.AnimatorControllers.GameKit/AirborneState"
Derived4["IdleState"]-->Type
click Derived4 "/animancer-v7-4/api/Animancer.Examples.AnimatorControllers.GameKit/IdleState"
Derived5["FlinchState"]-->Type
click Derived5 "/animancer-v7-4/api/Animancer.Examples.AnimatorControllers.GameKit/FlinchState"
Derived6["LandingState"]-->Type
click Derived6 "/animancer-v7-4/api/Animancer.Examples.AnimatorControllers.GameKit/LandingState"
Derived7["AttackState"]-->Type
click Derived7 "/animancer-v7-4/api/Animancer.Examples.AnimatorControllers.GameKit/AttackState"
Syntax
[AddComponentMenu(Strings.ExamplesMenuPrefix + "Game Kit - Character State")]
[HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(AnimatorControllers) + "." + nameof(GameKit) + "/" + nameof(CharacterState))]
public abstract class CharacterState : StateBehaviour, 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 | |
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.
|
OwnerStateMachine | StateMachine |
The
Animancer.FSM.StateMachine`1 that this state is used in. |
RootMotion | Vector3 |
Some states (such as
Animancer.Examples.AnimatorControllers.GameKit.AirborneState ) will want to apply their own source of root motion, but
most will just use the root motion from the animations.
|
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 |
---|---|---|
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.
|