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/// ---------------------------------------------
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/// Ultimate Character Controller
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/// Copyright (c) Opsive. All Rights Reserved.
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/// https://www.opsive.com
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/// ---------------------------------------------
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namespace Opsive.UltimateCharacterController.StateSystem
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{
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using UnityEngine;
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/// <summary>
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/// Acts as the parent component which can use the state system to change property values.
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/// </summary>
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public class StateBehavior : MonoBehaviour, IStateOwner
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{
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[Tooltip("A list of all states that the component can change to.")]
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[HideInInspector] [SerializeField] protected State[] m_States = new State[] { new State("Default", true) };
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[Opsive.Shared.Utility.NonSerialized] public State[] States { get { return m_States; } set { m_States = value; } }
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/// <summary>
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/// Initialize the default values.
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/// </summary>
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protected virtual void Awake()
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{
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if (Application.isPlaying) {
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StateManager.Initialize(gameObject, this, m_States);
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}
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}
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/// <summary>
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/// Activates or deactivates the specified state.
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/// </summary>
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/// <param name="stateName">The name of the state to change the activate status of.</param>
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/// <param name="active">Should the state be activated?</param>
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public void SetState(string stateName, bool active)
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{
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StateManager.SetState(this, m_States, stateName, active);
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}
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/// <summary>
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/// Callback when the StateManager will change the active state on the current object.
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/// </summary>
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public virtual void StateWillChange() { }
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/// <summary>
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/// Callback when the StateManager has changed the active state on the current object.
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/// </summary>
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public virtual void StateChange() { }
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}
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}
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