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