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