// 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 { /// /// 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. /// [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; } } /************************************************************************************************************************/ } }