68 lines
2.6 KiB
C#
68 lines
2.6 KiB
C#
// 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
|
|
{
|
|
/// <summary>A <see cref="CharacterState"/> which can perform <see cref="Weapon.AttackAnimations"/> in sequence.</summary>
|
|
///
|
|
/// <remarks>
|
|
/// <strong>Sample:</strong>
|
|
/// <see href="https://kybernetik.com.au/animancer/docs/samples/fsm/weapons">
|
|
/// Weapons</see>
|
|
/// </remarks>
|
|
///
|
|
/// 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;
|
|
|
|
/************************************************************************************************************************/
|
|
}
|
|
}
|