IdleState Class

Summary

A Animancer.Samples.AnimatorControllers.GameKit.CharacterState which keeps the character standing still and occasionally plays alternate animations if it remains active for long enough.
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["IdleState"] class Type type-node

Syntax

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

Remarks

Sample: 3D Game Kit/Idle

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.
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<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
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