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