// 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
{
/// Manages the items equipped by a .
///
///
/// Sample:
///
/// Weapons
///
///
/// https://kybernetik.com.au/animancer/api/Animancer.Samples.StateMachines/Equipment
///
[AddComponentMenu(Strings.SamplesMenuPrefix + "Weapons - Equipment")]
[AnimancerHelpUrl(typeof(Equipment))]
public class Equipment : MonoBehaviour
{
/************************************************************************************************************************/
[SerializeField] private Transform _WeaponHolder;
[SerializeField] private Weapon _Weapon;
/************************************************************************************************************************/
public Weapon Weapon
{
get => _Weapon;
set
{
DetachWeapon();
_Weapon = value;
AttachWeapon();
}
}
/************************************************************************************************************************/
protected virtual void Awake()
{
AttachWeapon();
}
/************************************************************************************************************************/
private void AttachWeapon()
{
if (_Weapon == null)
return;
Transform transform = _Weapon.transform;
transform.parent = _WeaponHolder;
transform.SetLocalPositionAndRotation(Vector3.zero, 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);
}
/************************************************************************************************************************/
}
}