FlinchState Class

Summary

A Animancer.Samples.StateMachines.CharacterState which activates itself when the character takes damage.
Assembly
Animancer.dll
Namespace
Animancer.Samples.StateMachines
Interfaces
Base Types
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["FlinchState"] class Type type-node

Syntax

[AddComponentMenu(Strings.SamplesMenuPrefix + "Interruptions - Flinch State")]
[AnimancerHelpUrl(typeof(FlinchState))]
public class FlinchState : CharacterState, IState

Remarks

Sample: Interruptions

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.
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 CharacterState
CanInterruptSelf bool
Character Character
Inherited from CharacterState
Priority CharacterStatePriority

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