AirborneState Class

Summary

A Animancer.Examples.AnimatorControllers.GameKit.CharacterState which plays an "airborne" animation.
graph BT Type-->Base0["CharacterState"] click Base0 "/animancer/api/Animancer.Examples.AnimatorControllers.GameKit/CharacterState" Base0-->Base1["StateBehaviour"] click Base1 "/animancer/api/Animancer.FSM/StateBehaviour" Base1-->Base2["MonoBehaviour"] Type-.->Interface0["IOwnedState<CharacterState>"] Type-.->Interface1["IState"] click Interface1 "/animancer/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

3D Game Kit/Airborne

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<CharacterState>
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