81 lines
2.9 KiB
C#
81 lines
2.9 KiB
C#
// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2024 Kybernetik //
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#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value.
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using UnityEngine;
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namespace Animancer.Samples.StateMachines
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{
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/// <summary>A <see cref="CharacterState"/> which managed the currently equipped <see cref="CurrentWeapon"/>.</summary>
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///
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/// <remarks>
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/// <strong>Sample:</strong>
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/// <see href="https://kybernetik.com.au/animancer/docs/samples/fsm/weapons">
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/// Weapons</see>
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/// </remarks>
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///
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/// https://kybernetik.com.au/animancer/api/Animancer.Samples.StateMachines/EquipState
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///
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[AddComponentMenu(Strings.SamplesMenuPrefix + "Weapons - Equip State")]
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[AnimancerHelpUrl(typeof(EquipState))]
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public class EquipState : CharacterState
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{
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/************************************************************************************************************************/
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public Weapon NextWeapon { get; set; }
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public Weapon CurrentWeapon
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=> Character.Equipment.Weapon;
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public override CharacterStatePriority Priority
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=> CharacterStatePriority.Medium;
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/************************************************************************************************************************/
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protected virtual void Awake()
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{
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NextWeapon = CurrentWeapon;
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}
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/************************************************************************************************************************/
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public override bool CanEnterState
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=> !enabled
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&& NextWeapon != CurrentWeapon;
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/************************************************************************************************************************/
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protected virtual void OnEnable()
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{
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if (CurrentWeapon.UnequipAnimation.IsValid())
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{
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AnimancerState state = Character.Animancer.Play(CurrentWeapon.UnequipAnimation);
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state.Events(this).OnEnd ??= OnUnequipEnd;
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}
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else
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{
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OnUnequipEnd();
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}
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}
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/************************************************************************************************************************/
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private void OnUnequipEnd()
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{
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Character.Equipment.Weapon = NextWeapon;
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if (CurrentWeapon.EquipAnimation.IsValid())
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{
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AnimancerState state = Character.Animancer.Play(CurrentWeapon.EquipAnimation);
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state.Events(this).OnEnd ??= Character.StateMachine.ForceSetDefaultState;
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}
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else
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{
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Character.StateMachine.ForceSetDefaultState();
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}
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}
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/************************************************************************************************************************/
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}
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}
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