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2025-09-16 18:07:13 +07:00

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C#

// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 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 Animancer.Units;
using UnityEngine;
namespace Animancer.Examples.StateMachines.Weapons
{
/// <summary>Causes a <see cref="Character"/> to attack in response to player input.</summary>
/// <remarks>
/// Normally this would be part of the <see cref="CharacterBrain"/>, but since we want to demonstrate both
/// <see cref="KeyboardBrain"/> and <see cref="MouseBrain"/> in this example we have implemented it separately.
/// </remarks>
/// <example><see href="https://kybernetik.com.au/animancer/docs/examples/fsm/weapons">Weapons</see></example>
/// https://kybernetik.com.au/animancer/api/Animancer.Examples.StateMachines.Weapons/AttackInput
///
[AddComponentMenu(Strings.ExamplesMenuPrefix + "Weapons - Attack Input")]
[HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(StateMachines) + "." + nameof(Weapons) + "/" + nameof(AttackInput))]
public sealed class AttackInput : MonoBehaviour
{
/************************************************************************************************************************/
[SerializeField] private CharacterState _Attack;
[SerializeField, Seconds] private float _AttackInputTimeOut = 0.5f;
private StateMachine<CharacterState>.InputBuffer _InputBuffer;
/************************************************************************************************************************/
private void Awake()
{
_InputBuffer = new StateMachine<CharacterState>.InputBuffer(_Attack.Character.StateMachine);
}
/************************************************************************************************************************/
private void Update()
{
if (Input.GetButtonDown("Fire2"))// Right Click by default.
{
_InputBuffer.Buffer(_Attack, _AttackInputTimeOut);
}
_InputBuffer.Update();
}
/************************************************************************************************************************/
}
}