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

81 lines
2.9 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 managed the currently equipped <see cref="CurrentWeapon"/>.</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/EquipState
///
[AddComponentMenu(Strings.SamplesMenuPrefix + "Weapons - Equip State")]
[AnimancerHelpUrl(typeof(EquipState))]
public class EquipState : CharacterState
{
/************************************************************************************************************************/
public Weapon NextWeapon { get; set; }
public Weapon CurrentWeapon
=> Character.Equipment.Weapon;
public override CharacterStatePriority Priority
=> CharacterStatePriority.Medium;
/************************************************************************************************************************/
protected virtual void Awake()
{
NextWeapon = CurrentWeapon;
}
/************************************************************************************************************************/
public override bool CanEnterState
=> !enabled
&& NextWeapon != CurrentWeapon;
/************************************************************************************************************************/
protected virtual void OnEnable()
{
if (CurrentWeapon.UnequipAnimation.IsValid())
{
AnimancerState state = Character.Animancer.Play(CurrentWeapon.UnequipAnimation);
state.Events(this).OnEnd ??= OnUnequipEnd;
}
else
{
OnUnequipEnd();
}
}
/************************************************************************************************************************/
private void OnUnequipEnd()
{
Character.Equipment.Weapon = NextWeapon;
if (CurrentWeapon.EquipAnimation.IsValid())
{
AnimancerState state = Character.Animancer.Play(CurrentWeapon.EquipAnimation);
state.Events(this).OnEnd ??= Character.StateMachine.ForceSetDefaultState;
}
else
{
Character.StateMachine.ForceSetDefaultState();
}
}
/************************************************************************************************************************/
}
}