AirborneState Class


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


[AddComponentMenu(Strings.ExamplesMenuPrefix + "Game Kit - Airborne State")]
[HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(AnimatorControllers) + "." + nameof(GameKit) + "/" + nameof(AirborneState))]
public sealed class AirborneState : CreatureState, IOwnedState<CreatureState>, IState<CreatureState>


3D Game Kit/Airborne


Type Description


Name Value Summary
Creature Creature
The Brains.Creature that owns this state.
Inherited from CreatureState
FullMovementControl bool
Indicates whether the root motion applied each frame while this state is active should be constrained to only move in the specified Animancer.Examples.AnimatorControllers.GameKit.CreatureBrain.Movement. Otherwise the root motion can move the Animancer.Examples.AnimatorControllers.GameKit.CreatureState.Creature in any direction. Default is true.
Inherited from CreatureState
OwnerStateMachine StateMachine<CreatureState>
The Animancer.FSM.StateMachine`1 that this state is used in.
Inherited from CreatureState
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.CreatureState.Creature won't stick to the ground during that update.


Name Value Summary
CancelJump() void
Reset() void
Inherited from CreatureState
TryJump() bool