EquipState Class

Summary

A Animancer.Examples.StateMachines.Brains.CreatureState which managed the currently equipped Animancer.Examples.StateMachines.Weapons.EquipState.Weapon.
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["EquipState"] class Type type-node

Syntax

[AddComponentMenu(Strings.ExamplesMenuPrefix + "Weapons - Equip State")]
[HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(StateMachines) + "." + nameof(Weapons) + "/" + nameof(EquipState))]
public sealed class EquipState : CreatureState, IOwnedState<CreatureState>, IState<CreatureState>

Examples

Weapons

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
Weapon Weapon

Methods

Name Value Summary
CanEnterState(CreatureState) bool
Determines whether the Animancer.FSM.StateMachine`1 can enter this state. Always returns true unless overridden.
CanExitState(CreatureState) bool
Determines whether the Animancer.FSM.StateMachine`1 can exit this state. Always returns true unless overridden.
Reset() void
Inherited from CreatureState