Summary
A
Animancer.Examples.StateMachines.CharacterState
which moves the character according to their
Animancer.Examples.StateMachines.CharacterParameters.MovementDirection
.
- 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["MoveState"]
class Type type-node
Syntax
[AddComponentMenu(Strings.ExamplesMenuPrefix + "Brains - Move State")]
[HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(StateMachines) + "/" + nameof(MoveState))]
public sealed class MoveState : 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 CharacterState
|
CanInterruptSelf | bool |
Inherited from CharacterState
|
Character | Character |
Inherited from CharacterState
|
Priority | Character |
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
|