// 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 UnityEngine;
namespace Animancer.Examples.StateMachines.Weapons
{
///
/// A which can perform in sequence.
///
[AddComponentMenu(Strings.MenuPrefix + "Examples/Weapons - Attack State")]
[HelpURL(Strings.APIDocumentationURL + ".Examples.StateMachines.Weapon/AttackState")]
public sealed class AttackState : CreatureState
{
/************************************************************************************************************************/
[SerializeField] private EquipState _Equipment;
private int _AttackIndex = int.MaxValue;
/************************************************************************************************************************/
///
/// Start at the beginning of the sequence by default, but if the previous attack hasn't faded out yet then
/// perform the next attack instead.
///
private void OnEnable()
{
Creature.Animancer.Animator.applyRootMotion = true;
if (ShouldRestartCombo())
{
_AttackIndex = 0;
}
else
{
_AttackIndex++;
}
var animation = _Equipment.Weapon.AttackAnimations[_AttackIndex];
var state = Creature.Animancer.Play(animation);
state.Events.OnEnd = Creature.ForceEnterIdleState;
}
/************************************************************************************************************************/
private bool ShouldRestartCombo()
{
var attackAnimations = _Equipment.Weapon.AttackAnimations;
if (_AttackIndex >= attackAnimations.Length - 1)
return true;
var state = attackAnimations[_AttackIndex].State;
if (state == null ||
state.Weight == 0)
return true;
return false;
}
/************************************************************************************************************************/
private void FixedUpdate()
{
Creature.Rigidbody.velocity = Vector3.zero;
}
/************************************************************************************************************************/
public override bool CanExitState(CreatureState nextState)
{
return false;
}
/************************************************************************************************************************/
private void OnDisable()
{
Creature.Animancer.Animator.applyRootMotion = false;
}
/************************************************************************************************************************/
}
}