Summary
A
Animancer.FSM.StateMachine`1
with a Animancer.FSM.StateMachine`1.WithDefault.DefaultState
.- Assembly
- Animancer
.dll - Namespace
- Animancer
.FSM - Interfaces
- Base Types
-
- Object
- StateMachine
<TState>
- Derived Types
graph BT
Type-->Base0["StateMachine<TState>"]
click Base0 "/animancer/api/Animancer.FSM/StateMachine_1"
Base0-->Base1["Object"]
Type-.->Interface0["IStateMachine"]
click Interface0 "/animancer/api/Animancer.FSM/IStateMachine"
Type["StateMachine<TState>.WithDefault"]
class Type type-node
Derived0["CharacterState.StateMachine"]-->Type
click Derived0 "/animancer/api/Animancer.Samples.AnimatorControllers.GameKit/StateMachine"
Syntax
[Serializable]
public class StateMachine<TState>.WithDefault : StateMachine<TState>, IStateMachine
Remarks
See
Animancer.FSM.StateMachine`1.WithDefault.InitializeAfterDeserialize
if using this class in a serialized field.
Documentation:
Default States
Attributes
Type | Description |
---|---|
Serializable |
Constructors
Name | Summary |
---|---|
WithDefault |
Creates a new Animancer.FSM.StateMachine`1.WithDefault . |
WithDefault |
Creates a new Animancer.FSM.StateMachine`1.WithDefault and sets the Animancer.FSM.StateMachine`1.WithDefault.DefaultState . |
Fields
Name | Constant Value | Summary |
---|---|---|
ForceSetDefaultState |
Calls
Animancer.FSM.StateMachine`1.ForceSetState(`0) with the Animancer.FSM.StateMachine`1.WithDefault.DefaultState . |
Properties
Name | Value | Summary |
---|---|---|
AllowNullStates | bool |
[Assert-Only] Should the
Animancer.FSM.StateMachine`1.CurrentState be allowed to be set to null? Default is false.Inherited from StateMachine
|
CurrentState | TState |
[
UnityEngine.SerializeField ] The currently active state.Inherited from StateMachine
|
DefaultState | TState |
The starting state and main state to return to when nothing else is active.
|
GUILineCount | int |
[Editor-Only] The number of standard size lines that
Animancer.FSM.StateMachine`1.DoGUI will use. |
NextState | TState |
The
Animancer.FSM.StateChange`1.NextState .Inherited from StateMachine
|
PreviousState | TState |
The
Animancer.FSM.StateChange`1.PreviousState .Inherited from StateMachine
|
Methods
Name | Value | Summary |
---|---|---|
CanSetState |
TState |
Returns the first of the `states` which can currently be entered.
Inherited from StateMachine
|
CanSetState |
bool |
Is it currently possible to enter the specified `state`?
Inherited from StateMachine
|
DoGUI |
void |
[Editor-Only] Draws GUI fields to display the status of this state machine.
Inherited from StateMachine
|
DoGUI |
void |
[Editor-Only] Draws GUI fields to display the status of this state machine in the given `area`.
|
ForceSetState |
void |
Calls
Animancer.FSM.IState.OnExitState on the Animancer.FSM.StateMachine`1.CurrentState then changes it to the
specified `state` and calls Animancer.FSM.IState.OnEnterState on it.
Inherited from StateMachine
|
Initialize |
void |
Call this after deserializing to properly initialize the
Animancer.FSM.StateMachine`1.CurrentState . |
SetAllowNullStates |
void |
[Assert-Conditional] Sets
Animancer.FSM.StateMachine`1.AllowNullStates .Inherited from StateMachine
|
ToString |
string |
Returns a string describing the type of this state machine and its
Animancer.FSM.StateMachine`1.CurrentState .Inherited from StateMachine
|
TryResetDefaultState |
bool |
Attempts to enter the
Animancer.FSM.StateMachine`1.WithDefault.DefaultState and returns true if successful. |
TryResetState |
bool |
Attempts to enter any of the specified `states` and returns true if successful.
Inherited from StateMachine
|
TryResetState |
bool |
Attempts to enter the specified `state` and returns true if successful.
Inherited from StateMachine
|
TrySetDefaultState |
bool |
Attempts to enter the
Animancer.FSM.StateMachine`1.WithDefault.DefaultState and returns true if successful. |
TrySetState |
bool |
Attempts to enter any of the specified `states` and returns true if successful.
Inherited from StateMachine
|
TrySetState |
bool |
Attempts to enter the specified `state` and returns true if successful.
Inherited from StateMachine
|