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();
}
}