EquipState Class

Summary

A Animancer.Examples.StateMachines.CharacterState which managed the currently equipped Animancer.Examples.StateMachines.EquipState.CurrentWeapon.
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["EquipState"] class Type type-node

Syntax

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

Examples

Weapons

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.
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
Inherited from CharacterState
Character Character
Inherited from CharacterState
CurrentWeapon Weapon
NextWeapon Weapon
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