Summary
Base class for
UnityEngine.MonoBehaviour
states to be used in a Animancer.FSM.StateMachine`1
.- Assembly
- Animancer
.dll - Namespace
- Animancer
.FSM - Interfaces
- Base Types
-
- MonoBehaviour
- Derived Types
graph BT
Type-->Base0["MonoBehaviour"]
Type-.->Interface0["IState"]
click Interface0 "/animancer/api/Animancer.FSM/IState"
Type["StateBehaviour"]
class Type type-node
Derived0["CharacterState"]-->Type
click Derived0 "/animancer/api/Animancer.Samples.AnimatorControllers.GameKit/CharacterState"
Derived1["CharacterState"]-->Type
click Derived1 "/animancer/api/Animancer.Samples.StateMachines/CharacterState"
Syntax
public abstract class StateBehaviour : MonoBehaviour, IState
Remarks
Documentation:
State Types
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.
|
Methods
Name | Value | Summary |
---|---|---|
OnEnterState |
void |
[
Animancer.FSM.IState.OnEnterState ]
Asserts that this component isn't already enabled, then enables it.
|
OnExitState |
void |
[
Animancer.FSM.IState.OnExitState ]
Asserts that this component isn't already disabled, then disables it.
|
OnValidate |
void |
[Editor-Only] States start disabled and only the current state gets enabled at runtime.
|