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

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