BITFALL/Assets/Plugins/Animancer/Examples/06 State Machines/04 Weapons/Equipment.cs

72 lines
2.6 KiB
C#

// 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
{
/// <summary>Manages the items equipped by a <see cref="Character"/>.</summary>
/// <example><see href="https://kybernetik.com.au/animancer/docs/examples/fsm/weapons">Weapons</see></example>
/// 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);
}
/************************************************************************************************************************/
}
}