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145 lines
5.0 KiB
C#
145 lines
5.0 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 System;
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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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/// A <see cref="CreatureState"/> which managed the currently equipped <see cref="Weapon"/>.
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/// </summary>
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[AddComponentMenu(Strings.MenuPrefix + "Examples/Weapons - Equip State")]
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[HelpURL(Strings.APIDocumentationURL + ".Examples.StateMachines.Weapon/EquipState")]
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public sealed class EquipState : CreatureState
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{
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/************************************************************************************************************************/
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[SerializeField] private Transform _WeaponHolder;
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[SerializeField] private Weapon _Weapon;
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private Weapon _EquippingWeapon;
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private Action _OnUnequipEnd;
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/************************************************************************************************************************/
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// Called by UI Buttons.
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public Weapon Weapon
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{
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get { return _Weapon; }
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set
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{
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if (enabled)
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return;
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_EquippingWeapon = value;
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if (!Creature.StateMachine.TrySetState(this))
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_EquippingWeapon = _Weapon;
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}
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}
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/************************************************************************************************************************/
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private void Awake()
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{
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_EquippingWeapon = _Weapon;
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_OnUnequipEnd = OnUnequipEnd;
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AttachWeapon();
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}
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/************************************************************************************************************************/
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public override bool CanEnterState(CreatureState previousState)
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{
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// This state can only be entered by setting the Weapon property.
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return _Weapon != _EquippingWeapon;
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}
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/************************************************************************************************************************/
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/// <summary>
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/// Start at the beginning of the sequence by default, but if the previous attack hasn't faded out yet then
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/// perform the next attack instead.
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/// </summary>
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private void OnEnable()
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{
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if (_Weapon.UnequipAnimation.Clip != null)
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{
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var state = Creature.Animancer.Play(_Weapon.UnequipAnimation);
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state.Events.OnEnd = _OnUnequipEnd;
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}
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else
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{
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OnUnequipEnd();
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}
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}
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/************************************************************************************************************************/
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private void OnUnequipEnd()
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{
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DetachWeapon();
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_Weapon = _EquippingWeapon;
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AttachWeapon();
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if (_Weapon.EquipAnimation.Clip != null)
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{
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var state = Creature.Animancer.Play(_Weapon.EquipAnimation);
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state.Events.OnEnd = Creature.ForceEnterIdleState;
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}
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else
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{
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Creature.StateMachine.ForceSetState(Creature.Idle);
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}
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}
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/************************************************************************************************************************/
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private void AttachWeapon()
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{
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if (_Weapon == null)
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return;
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if (_WeaponHolder != null)
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{
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var transform = _Weapon.transform;
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transform.parent = _WeaponHolder;
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transform.localPosition = Vector3.zero;
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transform.localRotation = Quaternion.identity;
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transform.localScale = Vector3.one;
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}
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_Weapon.gameObject.SetActive(true);
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}
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private void DetachWeapon()
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{
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if (_Weapon == null)
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return;
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// It might be more appropriate to reparent inactive weapons to the inventory system if you have one.
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// Or you could even attach them to specific bones on the character and leave them active.
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_Weapon.transform.parent = transform;
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_Weapon.gameObject.SetActive(false);
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}
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/************************************************************************************************************************/
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private void FixedUpdate()
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{
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Creature.Rigidbody.velocity = Vector3.zero;
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}
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/************************************************************************************************************************/
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public override bool CanExitState(CreatureState nextState)
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{
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return false;
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}
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/************************************************************************************************************************/
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}
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}
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