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.
- 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["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 | |
| 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.
|
| 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
|
| Force |
bool |
[Editor-Only]
Should the Inspector be repainted when a
Animancer.FSM.StateBehaviour
is enabled or disabled while it is selected?
Inherited from StateBehaviour
static
|
| 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 |
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
|