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37 lines
1.6 KiB
C#
37 lines
1.6 KiB
C#
2 months ago
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// Animancer // Copyright 2020 Kybernetik //
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#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value.
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using UnityEngine;
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namespace Animancer.Examples.StateMachines.Weapons
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{
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/// <summary>
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/// Holds various animations relating to the use of a weapon. In a real game, this class might have other details
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/// like damage, damage type, weapon category, etc. It could also inherit from a base Item class for things like
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/// weight, cost, and description.
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/// </summary>
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[AddComponentMenu(Strings.MenuPrefix + "Examples/Weapons - Weapon")]
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[HelpURL(Strings.APIDocumentationURL + ".Examples.StateMachines.Weapons/Weapon")]
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public sealed class Weapon : MonoBehaviour
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{
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/************************************************************************************************************************/
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[SerializeField]
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private ClipState.Transition[] _AttackAnimations;
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public ClipState.Transition[] AttackAnimations { get { return _AttackAnimations; } }
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/************************************************************************************************************************/
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[SerializeField]
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private ClipState.Transition _EquipAnimation;
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public ClipState.Transition EquipAnimation { get { return _EquipAnimation; } }
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[SerializeField]
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private ClipState.Transition _UnequipAnimation;
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public ClipState.Transition UnequipAnimation { get { return _UnequipAnimation; } }
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/************************************************************************************************************************/
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}
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}
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