// 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 managed the currently equipped . /// /// /// Sample: /// /// Weapons /// /// /// https://kybernetik.com.au/animancer/api/Animancer.Samples.StateMachines/EquipState /// [AddComponentMenu(Strings.SamplesMenuPrefix + "Weapons - Equip State")] [AnimancerHelpUrl(typeof(EquipState))] public class EquipState : CharacterState { /************************************************************************************************************************/ public Weapon NextWeapon { get; set; } public Weapon CurrentWeapon => Character.Equipment.Weapon; public override CharacterStatePriority Priority => CharacterStatePriority.Medium; /************************************************************************************************************************/ protected virtual void Awake() { NextWeapon = CurrentWeapon; } /************************************************************************************************************************/ public override bool CanEnterState => !enabled && NextWeapon != CurrentWeapon; /************************************************************************************************************************/ protected virtual void OnEnable() { if (CurrentWeapon.UnequipAnimation.IsValid()) { AnimancerState state = Character.Animancer.Play(CurrentWeapon.UnequipAnimation); state.Events(this).OnEnd ??= OnUnequipEnd; } else { OnUnequipEnd(); } } /************************************************************************************************************************/ private void OnUnequipEnd() { Character.Equipment.Weapon = NextWeapon; if (CurrentWeapon.EquipAnimation.IsValid()) { AnimancerState state = Character.Animancer.Play(CurrentWeapon.EquipAnimation); state.Events(this).OnEnd ??= Character.StateMachine.ForceSetDefaultState; } else { Character.StateMachine.ForceSetDefaultState(); } } /************************************************************************************************************************/ } }