// 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 { /// Manages the items equipped by a . /// Weapons /// https://kybernetik.com.au/animancer/api/Animancer.Examples.StateMachines/Equipment /// [AddComponentMenu(Strings.ExamplesMenuPrefix + "Weapons - Equipment")] [HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(StateMachines) + "/" + nameof(Equipment))] public sealed class Equipment : MonoBehaviour { /************************************************************************************************************************/ [SerializeField] private Transform _WeaponHolder; [SerializeField] private Weapon _Weapon; /************************************************************************************************************************/ public Weapon Weapon { get => _Weapon; set { DetachWeapon(); _Weapon = value; AttachWeapon(); } } /************************************************************************************************************************/ private void Awake() { AttachWeapon(); } /************************************************************************************************************************/ private void AttachWeapon() { if (_Weapon == null) return; var transform = _Weapon.transform; transform.parent = _WeaponHolder; transform.localPosition = Vector3.zero; transform.localRotation = Quaternion.identity; transform.localScale = Vector3.one; _Weapon.gameObject.SetActive(true); } /************************************************************************************************************************/ private void DetachWeapon() { if (_Weapon == null) return; _Weapon.transform.parent = transform; _Weapon.gameObject.SetActive(false); } /************************************************************************************************************************/ } }