// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2024 Kybernetik // #pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. using UnityEngine; namespace Animancer.Samples.StateMachines { /// A which can perform in sequence. /// /// /// Sample: /// /// Weapons /// /// /// https://kybernetik.com.au/animancer/api/Animancer.Samples.StateMachines/AttackState /// [AddComponentMenu(Strings.SamplesMenuPrefix + "Weapons - Attack State")] [AnimancerHelpUrl(typeof(AttackState))] public class AttackState : CharacterState { /************************************************************************************************************************/ private int _AttackIndex = int.MaxValue; private AnimancerState _CurrentState; public Weapon Weapon => Character.Equipment.Weapon; /************************************************************************************************************************/ public override bool CanEnterState => Weapon != null && Weapon.AttackAnimations.Length > 0; public override CharacterStatePriority Priority => CharacterStatePriority.Medium; /************************************************************************************************************************/ protected virtual void OnEnable() { // Start at the beginning of the sequence by default, // but if the previous attack has not faded out yet // then perform the next attack instead. if (ShouldRestartCombo) _AttackIndex = 0; else _AttackIndex++; TransitionAsset animation = Weapon.AttackAnimations[_AttackIndex]; _CurrentState = Character.Animancer.Play(animation); _CurrentState.Events(this).OnEnd ??= Character.StateMachine.ForceSetDefaultState; } /************************************************************************************************************************/ private bool ShouldRestartCombo => _AttackIndex >= Weapon.AttackAnimations.Length - 1 || _CurrentState == null || _CurrentState.Weight == 0; /************************************************************************************************************************/ } }