45 lines
1.8 KiB
C#
45 lines
1.8 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>Holds various animations relating to the use of a weapon.</summary>
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///
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/// <remarks>
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/// In a real game, this class might have other details like damage, damage type, weapon category, etc.
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/// It could also inherit from a base Item class for things like weight, cost, and description.
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/// <para></para>
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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/Weapon
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///
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[AddComponentMenu(Strings.SamplesMenuPrefix + "Weapons - Weapon")]
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[AnimancerHelpUrl(typeof(Weapon))]
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public class Weapon : MonoBehaviour
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{
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/************************************************************************************************************************/
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[SerializeField]
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private TransitionAsset[] _AttackAnimations;
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public TransitionAsset[] AttackAnimations => _AttackAnimations;
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/************************************************************************************************************************/
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[SerializeField]
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private TransitionAsset _EquipAnimation;
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public TransitionAsset EquipAnimation => _EquipAnimation;
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[SerializeField]
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private TransitionAsset _UnequipAnimation;
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public TransitionAsset UnequipAnimation => _UnequipAnimation;
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/************************************************************************************************************************/
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}
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}
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