BITFALL/Assets/Plugins/Animancer/Examples/06 State Machines/04 Weapons/AttackState.cs

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// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2023 Kybernetik //
#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value.
using UnityEngine;
namespace Animancer.Examples.StateMachines
{
/// <summary>A <see cref="CharacterState"/> which can perform <see cref="Weapon.AttackAnimations"/> in sequence.</summary>
/// <example><see href="https://kybernetik.com.au/animancer/docs/examples/fsm/weapons">Weapons</see></example>
/// https://kybernetik.com.au/animancer/api/Animancer.Examples.StateMachines/AttackState
///
[AddComponentMenu(Strings.ExamplesMenuPrefix + "Weapons - Attack State")]
[HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(StateMachines) + "/" + nameof(AttackState))]
public sealed class AttackState : CharacterState
{
/************************************************************************************************************************/
private int _AttackIndex = int.MaxValue;
public Weapon Weapon => Character.Equipment.Weapon;
/************************************************************************************************************************/
public override bool CanEnterState =>
Weapon != null &&
Weapon.AttackAnimations.Length > 0;
/************************************************************************************************************************/
/// <summary>
/// Start at the beginning of the sequence by default, but if the previous attack has not faded out yet then
/// perform the next attack instead.
/// </summary>
private void OnEnable()
{
if (ShouldRestartCombo())
{
_AttackIndex = 0;
}
else
{
_AttackIndex++;
}
var animation = Weapon.AttackAnimations[_AttackIndex];
animation.Events.OnEnd = Character.StateMachine.ForceSetDefaultState;
Character.Animancer.Play(animation);
}
/************************************************************************************************************************/
private bool ShouldRestartCombo()
{
var attackAnimations = Weapon.AttackAnimations;
if (_AttackIndex >= attackAnimations.Length - 1)
return true;
var state = attackAnimations[_AttackIndex].State;
if (state == null ||
state.Weight == 0)
return true;
return false;
}
/************************************************************************************************************************/
public override CharacterStatePriority Priority => CharacterStatePriority.Medium;
/************************************************************************************************************************/
}
}