// 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 { /// Holds various animations relating to the use of a weapon. /// /// /// In a real game, this class might have other details like damage, damage type, weapon category, etc. /// It could also inherit from a base Item class for things like weight, cost, and description. /// /// Sample: /// /// Weapons /// /// /// https://kybernetik.com.au/animancer/api/Animancer.Samples.StateMachines/Weapon /// [AddComponentMenu(Strings.SamplesMenuPrefix + "Weapons - Weapon")] [AnimancerHelpUrl(typeof(Weapon))] public class Weapon : MonoBehaviour { /************************************************************************************************************************/ [SerializeField] private TransitionAsset[] _AttackAnimations; public TransitionAsset[] AttackAnimations => _AttackAnimations; /************************************************************************************************************************/ [SerializeField] private TransitionAsset _EquipAnimation; public TransitionAsset EquipAnimation => _EquipAnimation; [SerializeField] private TransitionAsset _UnequipAnimation; public TransitionAsset UnequipAnimation => _UnequipAnimation; /************************************************************************************************************************/ } }