Summary
A
Animancer.Samples.AnimatorControllers.GameKit.CharacterState
which plays an "airborne" animation.- Assembly
- Animancer
.dll - Namespace
- Animancer
.Samples .AnimatorControllers .GameKit - Interfaces
- Base Types
-
- MonoBehaviour
- StateBehaviour
- CharacterState
graph BT
Type-->Base0["CharacterState"]
click Base0 "/animancer/api/Animancer.Samples.AnimatorControllers.GameKit/CharacterState"
Base0-->Base1["StateBehaviour"]
click Base1 "/animancer/api/Animancer.FSM/StateBehaviour"
Base1-->Base2["MonoBehaviour"]
Type-.->Interface0["IOwnedState<CharacterState>"]
Type-.->Interface1["IState"]
click Interface1 "/animancer/api/Animancer.FSM/IState"
Type["AirborneState"]
class Type type-node
Syntax
[AddComponentMenu(Strings.SamplesMenuPrefix + "Game Kit - Airborne State")]
[AnimancerHelpUrl(typeof(AirborneState))]
public class AirborneState : CharacterState, IOwnedState<CharacterState>, IState
Remarks
Sample:
3D Game Kit/Airborne
Attributes
Type | Description |
---|---|
AddComponentMenu | |
Animancer |
[Assert-Conditional]
A UnityEngine.HelpURLAttribute which points to Animancer's documentation.
|
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 StateBehaviour
|
Character | Character |
Inherited from CharacterState
|
FullMovementControl | bool |
Indicates whether the root motion applied each frame while this state is active should be constrained to
only move in the specified
CharacterBrain.Movement . Otherwise the root motion can
move the Animancer.Samples.AnimatorControllers.GameKit.CharacterState.Character in any direction. Default is true.
Inherited from CharacterState
|
OwnerStateMachine | StateMachine |
The
Animancer.FSM.StateMachine`1 that this state is used in.Inherited from CharacterState
|
RootMotion | Vector3 |
The airborne animations do not have root motion, so we just let the brain determine which way to go.
|
StickToGround | bool |
Jumping enters the
Animancer.Samples.AnimatorControllers.GameKit.AirborneState , but UnityEngine.CharacterController.isGrounded doesn't
become false until after the first update, so we want to make sure the Animancer.Samples.AnimatorControllers.GameKit.CharacterState.Character won't stick
to the ground during that update.
|
Methods
Name | Value | Summary |
---|---|---|
CancelJump |
void | |
FixedUpdate |
void | |
OnEnable |
void | |
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
|
TryJump |
bool |