// 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 { /// /// Holds various animations relating to the use of a weapon. In a real game, this class might have other details /// like damage, damage type, weapon category, etc. It could also inherit from a base Item class for things like /// weight, cost, and description. /// /// Weapons /// https://kybernetik.com.au/animancer/api/Animancer.Examples.StateMachines/Weapon /// [AddComponentMenu(Strings.ExamplesMenuPrefix + "Weapons - Weapon")] [HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(StateMachines) + "/" + nameof(Weapon))] public sealed class Weapon : MonoBehaviour { /************************************************************************************************************************/ [SerializeField] private ClipTransition[] _AttackAnimations; public ClipTransition[] AttackAnimations => _AttackAnimations; /************************************************************************************************************************/ [SerializeField] private ClipTransition _EquipAnimation; public ClipTransition EquipAnimation => _EquipAnimation; [SerializeField] private ClipTransition _UnequipAnimation; public ClipTransition UnequipAnimation => _UnequipAnimation; /************************************************************************************************************************/ } }