// 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 System; using UnityEngine; namespace Animancer.Examples.StateMachines { /// A which managed the currently equipped . /// Weapons /// https://kybernetik.com.au/animancer/api/Animancer.Examples.StateMachines/EquipState /// [AddComponentMenu(Strings.ExamplesMenuPrefix + "Weapons - Equip State")] [HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(StateMachines) + "/" + nameof(EquipState))] public sealed class EquipState : CharacterState { /************************************************************************************************************************/ private Action _OnUnequipEnd; public Weapon NextWeapon { get; set; } public Weapon CurrentWeapon => Character.Equipment.Weapon; /************************************************************************************************************************/ private void Awake() { _OnUnequipEnd = OnUnequipEnd; NextWeapon = CurrentWeapon; // In this example we assign End Events to the weapon's animations each time they're used. // That will modify the transition's events each time. // In most situations, events on a transition should be set only once on startup. // Animancer would log a warning about that because it's a common source of bugs. // But in this example, we know what we're doing so we just disable the warning. OptionalWarning.LockedEvents.Disable(); } /************************************************************************************************************************/ public override bool CanEnterState => !enabled && NextWeapon != CurrentWeapon; /************************************************************************************************************************/ private void OnEnable() { if (CurrentWeapon.UnequipAnimation.IsValid) { var state = Character.Animancer.Play(CurrentWeapon.UnequipAnimation); state.Events.OnEnd = _OnUnequipEnd; } else { OnUnequipEnd(); } } /************************************************************************************************************************/ private void OnUnequipEnd() { Character.Equipment.Weapon = NextWeapon; if (CurrentWeapon.EquipAnimation.IsValid) { var state = Character.Animancer.Play(CurrentWeapon.EquipAnimation); state.Events.OnEnd = Character.StateMachine.ForceSetDefaultState; } else { Character.StateMachine.ForceSetDefaultState(); } } /************************************************************************************************************************/ public override CharacterStatePriority Priority => CharacterStatePriority.Medium; /************************************************************************************************************************/ } }