Summary
A
Animancer.Examples.AnimatorControllers.GameKit.CharacterState
which plays a "landing on the ground" 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["LandingState"]
class Type type-node
Syntax
[AddComponentMenu(Strings.ExamplesMenuPrefix + "Game Kit - Landing State")]
[HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(AnimatorControllers) + "." + nameof(GameKit) + "/" + nameof(LandingState))]
public sealed class LandingState : 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.
|
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.
|
OwnerStateMachine | StateMachine |
The
Animancer.FSM.StateMachine`1 that this state is used in.Inherited from CharacterState
|
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.
Inherited from CharacterState
|
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.
Inherited from CharacterState
|
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.
Inherited from CharacterState
|