ActionState Class

Summary

A Animancer.Examples.StateMachines.CharacterState which plays an animation then returns to idle.
Assembly
Animancer.dll
Namespace
Animancer.Examples.StateMachines
Interfaces
Base Types
graph BT Type-->Base0["CharacterState"] click Base0 "/animancer/api/Animancer.Examples.StateMachines/CharacterState" Base0-->Base1["StateBehaviour"] click Base1 "/animancer/api/Animancer.FSM/StateBehaviour" Base1-->Base2["MonoBehaviour"] Type-.->Interface0["IState"] click Interface0 "/animancer/api/Animancer.FSM/IState" Type["ActionState"] class Type type-node

Syntax

[AddComponentMenu(Strings.ExamplesMenuPrefix + "Characters - Action State")]
[HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(StateMachines) + "/" + nameof(ActionState))]
public sealed class ActionState : CharacterState, IState

Examples

Characters

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
Character Character
Inherited from CharacterState
Priority CharacterStatePriority

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