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2026-06-11 21:18:57 +07:00
parent 76e098d960
commit 97ae65f446
5779 changed files with 974 additions and 4758514 deletions

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