using UnityEngine; using UnityEngine.Events; namespace WarriorAnims { [HelpURL("https://docs.unity3d.com/ScriptReference/Events.UnityEvent.html")] public class WarriorCharacterAnimatorEvents:MonoBehaviour { /// /// Placeholder functions for Animation events. /// public UnityEvent OnHit = new UnityEvent(); public UnityEvent OnFootR = new UnityEvent(); public UnityEvent OnFootL = new UnityEvent(); public UnityEvent OnLand = new UnityEvent(); public UnityEvent OnShoot = new UnityEvent(); public UnityEvent OnWeaponSwitch = new UnityEvent(); [HideInInspector] public WarriorController warriorController; public void Hit() { OnHit.Invoke(); } public void FootR() { OnFootR.Invoke(); } public void FootL() { OnFootL.Invoke(); } public void Land() { OnLand.Invoke(); } public void Shoot() { OnShoot.Invoke(); } /// /// Checked when switching weapons to know when to turn on/off weapon models. /// public void WeaponSwitch() { warriorController.waitingOnWeapons = false; } } }