AttackState Class

Summary

A Animancer.Samples.AnimatorControllers.GameKit.CharacterState which plays a series of "attack" animations.
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["AttackState"] class Type type-node

Syntax

[AddComponentMenu(Strings.SamplesMenuPrefix + "Game Kit - Attack State")]
[AnimancerHelpUrl(typeof(AttackState))]
public class AttackState : CharacterState, IOwnedState<CharacterState>, IState

Remarks

Sample: 3D Game Kit/Attack

Attributes

Type Description
AddComponentMenu
AnimancerHelpUrlAttribute [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.
CanExitState bool
[Animancer.FSM.IState.CanExitState] Determines whether the Animancer.FSM.StateMachine`1 can exit this state. Always returns true unless overridden.
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.
OwnerStateMachine StateMachine<CharacterState>
The Animancer.FSM.StateMachine`1 that this state is used in.
Inherited from CharacterState
RootMotion Vector3
Some states (such as Animancer.Samples.AnimatorControllers.GameKit.AirborneState) will want to apply their own source of root motion, but most will just use the root motion from the animations.
Inherited from CharacterState
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.
Inherited from CharacterState

Methods

Name Value Summary
Awake() void
FixedUpdate() void
OnDisable() void
OnEnable() void
Start at the beginning of the sequence by default, but if the previous attack hasn't faded out yet then perform the next attack instead.
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