// Animancer // Copyright 2020 Kybernetik //
#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value.
using Animancer.Examples.StateMachines.Brains;
using Animancer.FSM;
using UnityEngine;
namespace Animancer.Examples.StateMachines.Weapons
{
///
/// Causes a to attack in response to player input.
///
/// Normally this would be part of the , but since we want to demonstrate both
/// and in this example we have implemented it separately.
///
[AddComponentMenu(Strings.MenuPrefix + "Examples/Weapons - Attack Input")]
[HelpURL(Strings.APIDocumentationURL + ".Examples.StateMachines.Weapons/AttackInput")]
public sealed class AttackInput : MonoBehaviour
{
/************************************************************************************************************************/
[SerializeField] private CreatureState _Attack;
[SerializeField] private float _AttackInputTimeOut = 0.5f;
private StateMachine.InputBuffer _InputBuffer;
/************************************************************************************************************************/
private void Awake()
{
_InputBuffer = new StateMachine.InputBuffer(_Attack.Creature.StateMachine);
}
/************************************************************************************************************************/
private void Update()
{
if (Input.GetButtonDown("Fire2"))// Right Click by default.
{
_InputBuffer.TrySetState(_Attack, _AttackInputTimeOut);
}
else
{
_InputBuffer.Update();
}
}
/************************************************************************************************************************/
}
}