// 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;
/************************************************************************************************************************/
}
}