init 1.1.2
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90
Runtime/Scripts/Internal/Classes/AnimationParentClass.cs
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90
Runtime/Scripts/Internal/Classes/AnimationParentClass.cs
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using UnityEngine;
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using System.Collections.Generic;
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using UnityEngine.Serialization;
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namespace EmeraldAI
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{
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/// <summary>
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/// Since most animations are repeated, a parent class is used for each animation category
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/// (NonCombat, Type 1, and Type 2). Animations that are not used are simply not displayed.
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/// This also makes for adding new animations with future updates easier.
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/// </summary>
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[System.Serializable]
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public class AnimationParentClass
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{
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/// <summary>
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/// List of Animations (NonCombat Only)
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/// </summary>
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public List<AnimationClass> IdleList = new List<AnimationClass>();
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/// <summary>
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/// Stationary Idle Animation
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/// </summary>
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public AnimationClass IdleStationary;
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/// <summary>
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/// Warning Animation (Type 1 and Type 2 Only)
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/// </summary>
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public AnimationClass IdleWarning;
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/// <summary>
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/// Walk Animations
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/// </summary>
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public AnimationClass WalkLeft, WalkForward, WalkRight, WalkBack;
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/// <summary>
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/// Run Animations
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/// </summary>
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public AnimationClass RunLeft, RunForward, RunRight;
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/// <summary>
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/// Turn Animations
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/// </summary>
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public AnimationClass TurnLeft, TurnRight;
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/// <summary>
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/// List of Hit Animations
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/// </summary>
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public List<AnimationClass> HitList = new List<AnimationClass>();
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/// <summary>
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/// List of Death Animations
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/// </summary>
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public List<AnimationClass> DeathList = new List<AnimationClass>();
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/// <summary>
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/// Strafe Animations (Type 1 and Type 2 Only)
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/// </summary>
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public AnimationClass StrafeLeft, StrafeRight;
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/// <summary>
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/// Block Animations (Type 1 and Type 2 Only)
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/// </summary>
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public AnimationClass BlockIdle, BlockHit;
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/// <summary>
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/// Dodge Animations (Type 1 and Type 2 Only)
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/// </summary>
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public AnimationClass DodgeLeft, DodgeBack, DodgeRight;
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/// <summary>
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/// Recoil Animation (Type 1 and Type 2 Only)
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/// </summary>
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public AnimationClass Recoil;
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/// <summary>
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/// Stunned Animation (Type 1 and Type 2 Only)
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/// </summary>
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public AnimationClass Stunned;
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/// <summary>
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/// Equip and Unequip Animations (Type 1 and Type 2 Only)
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/// </summary>
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public AnimationClass PutAwayWeapon, PullOutWeapon;
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/// <summary>
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/// List of Attack Animations (Type 1 and Type 2 Only)
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/// </summary>
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public List<AnimationClass> AttackList = new List<AnimationClass>();
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}
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}
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