Summary
A
Animancer.Samples.StateMachines.CharacterState
which managed the currently equipped Animancer.Samples.StateMachines.EquipState.CurrentWeapon
.- Assembly
- Animancer
.dll - Namespace
- Animancer
.Samples .StateMachines - Interfaces
- Base Types
-
- MonoBehaviour
- StateBehaviour
- CharacterState
graph BT
Type-->Base0["CharacterState"]
click Base0 "/animancer/api/Animancer.Samples.StateMachines/CharacterState"
Base0-->Base1["StateBehaviour"]
click Base1 "/animancer/api/Animancer.FSM/StateBehaviour"
Base1-->Base2["MonoBehaviour"]
Type-.->Interface0["IState"]
click Interface0 "/animancer/api/Animancer.FSM/IState"
Type["EquipState"]
class Type type-node
Syntax
[AddComponentMenu(Strings.SamplesMenuPrefix + "Weapons - Equip State")]
[AnimancerHelpUrl(typeof(EquipState))]
public class EquipState : CharacterState, IState
Remarks
Sample:
Weapons
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 CharacterState
|
CanInterruptSelf | bool |
Inherited from CharacterState
|
Character | Character |
Inherited from CharacterState
|
CurrentWeapon | Weapon | |
NextWeapon | Weapon | |
Priority | Character |
Methods
Name | Value | Summary |
---|---|---|
Awake |
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
|