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- // 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 can perform <see cref="Weapon.AttackAnimations"/> in sequence.</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/AttackState
- ///
- [AddComponentMenu(Strings.SamplesMenuPrefix + "Weapons - Attack State")]
- [AnimancerHelpUrl(typeof(AttackState))]
- public class AttackState : CharacterState
- {
- /************************************************************************************************************************/
- private int _AttackIndex = int.MaxValue;
- private AnimancerState _CurrentState;
- public Weapon Weapon
- => Character.Equipment.Weapon;
- /************************************************************************************************************************/
- public override bool CanEnterState
- => Weapon != null
- && Weapon.AttackAnimations.Length > 0;
- public override CharacterStatePriority Priority
- => CharacterStatePriority.Medium;
- /************************************************************************************************************************/
- protected virtual void OnEnable()
- {
- // Start at the beginning of the sequence by default,
- // but if the previous attack has not faded out yet
- // then perform the next attack instead.
- if (ShouldRestartCombo)
- _AttackIndex = 0;
- else
- _AttackIndex++;
- TransitionAsset animation = Weapon.AttackAnimations[_AttackIndex];
- _CurrentState = Character.Animancer.Play(animation);
- _CurrentState.Events(this).OnEnd ??= Character.StateMachine.ForceSetDefaultState;
- }
- /************************************************************************************************************************/
- private bool ShouldRestartCombo
- => _AttackIndex >= Weapon.AttackAnimations.Length - 1
- || _CurrentState == null
- || _CurrentState.Weight == 0;
- /************************************************************************************************************************/
- }
- }
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