2025-05-09 15:40:34 +08:00

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