LocomotionState Class

Summary

A Animancer.Examples.StateMachines.Brains.CreatureState which moves the creature according to their Animancer.Examples.StateMachines.Brains.CreatureBrain.MovementDirection.
graph BT Type-->Base0["CreatureState"] click Base0 "/animancer/api/Animancer.Examples.StateMachines.Brains/CreatureState" Base0-->Base1["StateBehaviour<CreatureState>"] Base1-->Base2["MonoBehaviour"] Type-.->Interface0["IOwnedState<CreatureState>"] Type-.->Interface1["IState<CreatureState>"] Type["LocomotionState"] class Type type-node

Syntax

[AddComponentMenu(Strings.ExamplesMenuPrefix + "Hybrid - Locomotion State")]
[HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(AnimatorControllers) + "/" + nameof(LocomotionState))]
public sealed class LocomotionState : CreatureState, IOwnedState<CreatureState>, 
    IState<CreatureState>

Examples

Hybrid Mini Game

Remarks

This class is very similar to Animancer.Examples.StateMachines.Brains.LocomotionState, except that it manages a Blend Tree instead of individual UnityEngine.AnimationClips.

Attributes

Type Description
AddComponentMenu
HelpURLAttribute

Properties

Name Value Summary
Creature Creature
The Animancer.Examples.StateMachines.Brains.Creature that owns this state.
Inherited from CreatureState
OwnerStateMachine StateMachine<CreatureState>
The Animancer.FSM.StateMachine`1 that this state is used in.
Inherited from CreatureState

Methods

Name Value Summary
Reset() void
Inherited from CreatureState