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46 lines
1.6 KiB
C#

using UnityEngine;
using System.Collections.Generic;
using UnityEngine.Events;
using MalbersAnimations.Events;
using MalbersAnimations.Scriptables;
using System;
using System.Collections;
using MalbersAnimations.Utilities;
namespace MalbersAnimations.Controller
{
/// <summary>Class to identify stances on the Animal Controller </summary>
[System.Serializable]
public class Stances
{
[Tooltip("ID value for the Stance")]
public StanceID ID;
[Tooltip("Enable Disable the Stance")]
public BoolReference Active = new BoolReference(true);
[Tooltip("Unique Input to play for each Ability")]
public StringReference Input;
[Tooltip("Lock the Stance if its Active. It cannot exit the Stance unless is Unlocked")]
public BoolReference Locked = new BoolReference();
[Tooltip("This Stance allows Straffing?")]
public BoolReference CanStrafe = new BoolReference();
[Tooltip("When the Stance Exit, it cannot be activated again until the cooldown time elapsed")]
public FloatReference CoolDown = new FloatReference(0);
[Tooltip("Is/IsNOT active State on this list")]
public bool activeState = true;
/// <summary>Include/Exclude the States on this list depending the Affect variable</summary>
[Tooltip("Include/Exclude the States on this list depending the Affect variable")]
public List<StateID> affectStates = new List<StateID>();
public UnityEvent OnStanceEnter = new UnityEvent();
public UnityEvent OnStanceExit = new UnityEvent();
}
}