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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 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();
- }
- }
- /************************************************************************************************************************/
- }
- }
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