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- // Animancer // https://kybernetik.com.au/animancer // Copyright 2022 Kybernetik //
- #pragma warning disable CS0649 // Field is never assigned to, and will always have its default value.
- using UnityEngine;
- namespace Animancer.Examples.StateMachines
- {
- /// <summary>
- /// Holds various animations relating to the use of a weapon. 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.
- /// </summary>
- /// <example><see href="https://kybernetik.com.au/animancer/docs/examples/fsm/weapons">Weapons</see></example>
- /// https://kybernetik.com.au/animancer/api/Animancer.Examples.StateMachines/Weapon
- ///
- [AddComponentMenu(Strings.ExamplesMenuPrefix + "Weapons - Weapon")]
- [HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(StateMachines) + "/" + nameof(Weapon))]
- public sealed class Weapon : MonoBehaviour
- {
- /************************************************************************************************************************/
- [SerializeField]
- private ClipTransition[] _AttackAnimations;
- public ClipTransition[] AttackAnimations => _AttackAnimations;
- /************************************************************************************************************************/
- [SerializeField]
- private ClipTransition _EquipAnimation;
- public ClipTransition EquipAnimation => _EquipAnimation;
- [SerializeField]
- private ClipTransition _UnequipAnimation;
- public ClipTransition UnequipAnimation => _UnequipAnimation;
- /************************************************************************************************************************/
- }
- }
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