40 lines
1.8 KiB
C#
40 lines
1.8 KiB
C#
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2023 Kybernetik //
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#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value.
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using UnityEngine;
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namespace Animancer.Examples.StateMachines
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{
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/// <summary>
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/// Holds various animations relating to the use of a weapon. In a real game, this class might have other details
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/// like damage, damage type, weapon category, etc. It could also inherit from a base Item class for things like
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/// weight, cost, and description.
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/// </summary>
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/// <example><see href="https://kybernetik.com.au/animancer/docs/examples/fsm/weapons">Weapons</see></example>
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/// https://kybernetik.com.au/animancer/api/Animancer.Examples.StateMachines/Weapon
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///
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[AddComponentMenu(Strings.ExamplesMenuPrefix + "Weapons - Weapon")]
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[HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(StateMachines) + "/" + nameof(Weapon))]
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public sealed class Weapon : MonoBehaviour
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{
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/************************************************************************************************************************/
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[SerializeField]
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private ClipTransition[] _AttackAnimations;
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public ClipTransition[] AttackAnimations => _AttackAnimations;
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/************************************************************************************************************************/
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[SerializeField]
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private ClipTransition _EquipAnimation;
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public ClipTransition EquipAnimation => _EquipAnimation;
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[SerializeField]
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private ClipTransition _UnequipAnimation;
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public ClipTransition UnequipAnimation => _UnequipAnimation;
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/************************************************************************************************************************/
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}
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}
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