Summary
A
Animancer.Examples.StateMachines.CharacterState which can perform Animancer.Examples.StateMachines.Weapon.AttackAnimations in sequence.- Assembly
- Animancer
.dll - Namespace
- Animancer
.Examples .StateMachines - Interfaces
- Base Types
-
- MonoBehaviour
- StateBehaviour
- CharacterState
graph BT
Type-->Base0["CharacterState"]
click Base0 "/animancer-v7-4/api/Animancer.Examples.StateMachines/CharacterState"
Base0-->Base1["StateBehaviour"]
click Base1 "/animancer-v7-4/api/Animancer.FSM/StateBehaviour"
Base1-->Base2["MonoBehaviour"]
Type-.->Interface0["IState"]
click Interface0 "/animancer-v7-4/api/Animancer.FSM/IState"
Type["AttackState"]
class Type type-node
Syntax
[AddComponentMenu(Strings.ExamplesMenuPrefix + "Weapons - Attack State")]
[HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(StateMachines) + "/" + nameof(AttackState))]
public sealed class AttackState : 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 CharacterState
|
| CanInterruptSelf | bool |
Inherited from CharacterState
|
| Character | Character |
Inherited from CharacterState
|
| Priority | Character |
|
| Weapon | Weapon |
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
|