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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>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;
- /************************************************************************************************************************/
- }
- }
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