You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
88 lines
3.1 KiB
C#
88 lines
3.1 KiB
C#
// 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
|
|
{
|
|
/// <summary>
|
|
/// A <see cref="CreatureState"/> which can perform <see cref="Weapon.AttackAnimations"/> in sequence.
|
|
/// </summary>
|
|
[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;
|
|
|
|
/************************************************************************************************************************/
|
|
|
|
/// <summary>
|
|
/// 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.
|
|
/// </summary>
|
|
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;
|
|
}
|
|
|
|
/************************************************************************************************************************/
|
|
}
|
|
}
|