using System.Collections; using System.Collections.Generic; using UnityEngine; namespace EmeraldAI.Utility { [CreateAssetMenu(fileName = "New Animation Profile", menuName = "Emerald AI/Animation Profile")] public class AnimationProfile : ScriptableObject { public EmeraldAnimation EmeraldAnimationComponent; public RuntimeAnimatorController AIAnimator; public bool AnimatorControllerGenerated; public bool AnimationsUpdated; public bool AnimationListsChanged = false; public bool MissingRuntimeController; public string FilePath; public AnimatorCullingMode AnimatorCullingMode = AnimatorCullingMode.AlwaysAnimate; public bool WalkFoldout; public bool RunFoldout; public bool TurnFoldout; public bool NonCombatDeathFoldout; public bool NonCombatAnimationsFoldout; public bool NonCombatIdleFoldout; public bool NonCombatHitFoldout; public bool EmotesFoldout; public bool Type1IdleFoldout; public bool Type2IdleFoldout; public bool Type1AttacksFoldout; public bool Type2AttacksFoldout; public bool Type1EquipsFoldout; public bool Type2EquipsFoldout; public bool Type1CombatAnimationsFoldout; public bool Type2CombatAnimationsFoldout; public bool Type1DeathFoldout; public bool Type2DeathFoldout; public bool Type1HitFoldout; public bool Type2HitFoldout; public bool Type1BlockFoldout; public bool Type2BlockFoldout; public bool Type1CombatWalkFoldout; public bool Type1CombatRunFoldout; public bool Type1CombatTurnFoldout; public bool Type2CombatWalkFoldout; public bool Type2CombatRunFoldout; public bool Type2CombatTurnFoldout; public bool Type1StrafeFoldout; public bool Type2StrafeFoldout; public bool Type1DodgeFoldout; public bool Type2DodgeFoldout; public bool AnimationProfileFoldout; public bool AnimatorSettingsFoldout; public AnimationStateTypes Type1HitConditions = AnimationStateTypes.Everything; public AnimationStateTypes Type2HitConditions = AnimationStateTypes.Everything; public float Type1HitAnimationCooldown = 0.1f; public float Type2HitAnimationCooldown = 0.1f; public List EmoteAnimationList = new List(); [SerializeField] public AnimationParentClass NonCombatAnimations; [SerializeField] public AnimationParentClass Type1Animations; [SerializeField] public AnimationParentClass Type2Animations; } }