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CrowdControl/Assets/Plugins/Animancer/Examples/06 State Machines/05 Weapons/Weapon.cs

37 lines
1.6 KiB
C#

1 month ago
// Animancer // Copyright 2020 Kybernetik //
#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value.
using UnityEngine;
namespace Animancer.Examples.StateMachines.Weapons
{
/// <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>
[AddComponentMenu(Strings.MenuPrefix + "Examples/Weapons - Weapon")]
[HelpURL(Strings.APIDocumentationURL + ".Examples.StateMachines.Weapons/Weapon")]
public sealed class Weapon : MonoBehaviour
{
/************************************************************************************************************************/
[SerializeField]
private ClipState.Transition[] _AttackAnimations;
public ClipState.Transition[] AttackAnimations { get { return _AttackAnimations; } }
/************************************************************************************************************************/
[SerializeField]
private ClipState.Transition _EquipAnimation;
public ClipState.Transition EquipAnimation { get { return _EquipAnimation; } }
[SerializeField]
private ClipState.Transition _UnequipAnimation;
public ClipState.Transition UnequipAnimation { get { return _UnequipAnimation; } }
/************************************************************************************************************************/
}
}