class in UnityEngine
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Inherits from:ScriptableObject
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Implemented in:UnityEngine.AnimationModule
StateMachineBehaviour is a component that can be added to a state machine state. It's the base class every script on a state derives from.
By default the Animator does instantiate a new instance of each behaviour define in the controller. The class attribute SharedBetweenAnimatorsAttribute control how behaviours are instantiated.
StateMachineBehaviour has some predefined messages:
OnStateEnter, OnStateExit, OnStateIK, OnStateMove, OnStateUpdate.
#pragma strict public class AttackBehaviour extends StateMachineBehaviour { public var particle: GameObject; public var radius: float; public var power: float; protected var clone: GameObject; public override function OnStateEnter(animator: Animator, stateInfo: AnimatorStateInfo, layerIndex: int) { clone = Instantiate(particle, animator.rootPosition, Quaternion.identity) as GameObject; var rb: Rigidbody = clone.GetComponent.<Rigidbody>(); rb.AddExplosionForce(power, animator.rootPosition, radius, 3.0f); } public override function OnStateExit(animator: Animator, stateInfo: AnimatorStateInfo, layerIndex: int) { Destroy(clone); } public override function OnStateUpdate(animator: Animator, stateInfo: AnimatorStateInfo, layerIndex: int) { Debug.Log("On Attack Update "); } public override function OnStateMove(animator: Animator, stateInfo: AnimatorStateInfo, layerIndex: int) { Debug.Log("On Attack Move "); } public override function OnStateIK(animator: Animator, stateInfo: AnimatorStateInfo, layerIndex: int) { Debug.Log("On Attack IK "); } }
using UnityEngine;
public class AttackBehaviour : StateMachineBehaviour { public GameObject particle; public float radius; public float power;
protected GameObject clone;
override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { clone = Instantiate(particle, animator.rootPosition, Quaternion.identity) as GameObject; Rigidbody rb = clone.GetComponent<Rigidbody>(); rb.AddExplosionForce(power, animator.rootPosition, radius, 3.0f); }
override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { Destroy(clone); }
override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { Debug.Log("On Attack Update "); }
override public void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { Debug.Log("On Attack Move "); }
override public void OnStateIK(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { Debug.Log("On Attack IK "); } }
OnStateMachineEnter | Called on the first Update frame when making a transition to a StateMachine. This is not called when making a transition into a StateMachine sub-state. |
OnStateMachineExit | Called on the last Update frame when making a transition out of a StateMachine. This is not called when making a transition into a StateMachine sub-state. |
OnStateEnter | Called on the first Update frame when a statemachine evaluate this state. |
OnStateExit | Called on the last update frame when a statemachine evaluate this state. |
OnStateIK | Called right after MonoBehaviour.OnAnimatorIK. |
OnStateMove | Called right after MonoBehaviour.OnAnimatorMove. |
OnStateUpdate | Called at each Update frame except for the first and last frame. |
hideFlags | Should the object be hidden, saved with the scene or modifiable by the user? |
name | The name of the object. |
GetInstanceID | Returns the instance id of the object. |
ToString | Returns the name of the GameObject. |
Destroy | Removes a gameobject, component or asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Makes the object target not be destroyed automatically when loading a new scene. |
FindObjectOfType | Returns the first active loaded object of Type type. |
FindObjectsOfType | Returns a list of all active loaded objects of Type type. |
Instantiate | Clones the object original and returns the clone. |
CreateInstance | Creates an instance of a scriptable object. |
bool | Does the object exist? |
operator != | Compares if two objects refer to a different object. |
operator == | Compares two object references to see if they refer to the same object. |