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52 lines
2.0 KiB
C#
52 lines
2.0 KiB
C#
// 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 Animancer.Examples.StateMachines.Brains;
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using Animancer.FSM;
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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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/// Causes a <see cref="Creature"/> to attack in response to player input.
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/// <para></para>
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/// Normally this would be part of the <see cref="CreatureBrain"/>, but since we want to demonstrate both
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/// <see cref="KeyboardBrain"/> and <see cref="MouseBrain"/> in this example we have implemented it separately.
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/// </summary>
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[AddComponentMenu(Strings.MenuPrefix + "Examples/Weapons - Attack Input")]
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[HelpURL(Strings.APIDocumentationURL + ".Examples.StateMachines.Weapons/AttackInput")]
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public sealed class AttackInput : MonoBehaviour
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{
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/************************************************************************************************************************/
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[SerializeField] private CreatureState _Attack;
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[SerializeField] private float _AttackInputTimeOut = 0.5f;
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private StateMachine<CreatureState>.InputBuffer _InputBuffer;
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/************************************************************************************************************************/
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private void Awake()
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{
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_InputBuffer = new StateMachine<CreatureState>.InputBuffer(_Attack.Creature.StateMachine);
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}
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/************************************************************************************************************************/
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private void Update()
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{
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if (Input.GetButtonDown("Fire2"))// Right Click by default.
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{
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_InputBuffer.TrySetState(_Attack, _AttackInputTimeOut);
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}
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else
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{
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_InputBuffer.Update();
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}
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}
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/************************************************************************************************************************/
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}
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}
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