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CrowdControl/Assets/Plugins/Animancer/Examples/06 State Machines/05 Weapons/AttackInput.cs

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