FPS ENGINE DOCUMENTATION
  • Welcome to FPS Engine!
  • BEFORE WE START
    • Early Considerations
    • List of Tutorials
    • List of Add-Ons & Compatible Packages
  • GETTING STARTED
    • 01. Basic set-up
    • 02. Roadmap
  • CONTENT
    • 03. Content
      • 03.1 CAMERA
        • MoveCamera
        • CameraFOVManager
      • 03.2 MOVEMENT
        • PlayerMovement
      • 03.3 PLAYER
        • PlayerStats
        • PlayerMultipliers
        • PLAYER STATES
          • PlayerStates
          • PlayerBaseState
          • PlayerStateFactory
        • WEAPON STATES
          • WeaponStates
          • WeaponBaseState
          • WeaponStateFactory
        • Player Debugging
      • 03.4 WEAPONS
        • Weapon_SO
        • WeaponIdentification
        • WeaponController
        • Bullet
        • ATTACHMENTS
          • Attachment.cs
            • Barrel.cs
            • Flashlight.cs
            • Magazine.cs
            • Scope.cs
            • Stock.cs
            • Laser.cs
            • Grip.cs
          • AttachmentIdentifier_SO.cs
      • 03.5 PICK UP SYSTEM
        • InteractManager
        • Interactable
        • Item_SO
        • Identifiable
        • Pickeable
          • WeaponPickeable
          • BulletsPickeable
          • AttachmentPickeable
      • 03.6 ENEMIES
        • IDamageable
        • EnemyHealth
        • TrainingTarget
        • CIrcularTargetEnemy
        • Turret
        • TurretProjectile
      • 03.7 EFFECTS
        • CameraEffects
        • CamShake
        • CrouchTilt
        • JumpMotion
        • ProceduralShot
        • ProceduralShot_SO
        • WeaponEffects
        • WeaponSway
      • 03.8 UI
        • CowsinsButton
        • Crosshair
        • CrosshairShape
        • Hitmarker
        • UIController
        • UIEvents
        • RebindUI
      • 03.8 EXTRA
        • Checkpoint
        • Coin
        • Compass
        • CompassElement
        • Destructible
        • Crate
        • ExplosiveBarrel
        • PowerUp
        • DamageMultiplier
        • HealMultiplierPowerUp
        • Healthpack
        • DoorInteractable
        • Experience
        • GetGameInformation
        • HurtTrigger
        • JumpPad
        • Lootbox
        • PauseMenu
        • PointCapture
        • Trigger
        • DraggableButtonInSceneView
        • UTILITIES
          • DestroyMe
          • IgnoreCollision
          • LookAt
          • CowsinsUtilities
      • 03.09 MANAGERS
        • CoinManager
        • ExperienceManager
        • GameSettingsManager
        • InputManager
        • SoundManager
        • PoolManager
  • HOW TO USE
    • Getting Started: First Steps
    • Importing FPS Engine into URP / HDRP
    • Add a Player Controller
    • Adding New Weapons
    • Saving & Loading Presets
    • Changing Keybindings
    • Creating New Pickeables
    • Controllable & Not Controllable Player
    • Adding New Surfaces ( Grounds )
    • Working with Attachments
    • Modify Weapon and Camera Effects
    • Adding Custom Key Rebinds
    • Add breakable (Destructible) objects
    • Custom Shot Weapons
    • Adding Enemies
  • FAQ
    • FAQ
  • SUPPORT
    • Support
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  1. CONTENT
  2. 03. Content
  3. 03.3 PLAYER
  4. WEAPON STATES

WeaponStates

PreviousWEAPON STATESNextWeaponBaseState

Last updated 10 months ago

Allows the player to utilize and access the Player States.

Functions and Accessors | PlayerStates.cs

CurrentState ( WeaponBaseState ) / Public get / Private set

Returns the current state of the state machine ( which inherits from WeaponBaseState )

_States ( WeaponStateFactory ) / Public get / Private set

Returnsall the WeaponStates.

ForceChangeState(WeaponBaseState newState)

Forces the state machine to switch states.

Take a look at an example of implementation for ForceChangeState ( Assuming you previously have a reference for WeaponStates )

WeaponBaseState myNewState = weaponStates._States.Default();
weaponStates.ForceChangeState(myNewState);