Files
project-reset/Assets/Scripts/Units/Graph Tasks/SendWeaponActorEvent.cs
Chris 25b7fae339 feat: more combat tweaks
shuriken can now be thrown
jumping animtions
jumping animations timing
state machine changes
start of online integration
2026-01-15 14:42:33 -05:00

56 lines
1.4 KiB
C#

using System;
using NodeCanvas.Framework;
using ParadoxNotion.Design;
using Reset.Items;
using UnityEngine;
namespace Reset.Items {
[Category("Reset/Combat")]
[Description("Sends a named event as a string to the current weapon's WeaponActor.")]
public class SendWeaponActorEvent : ActionTask<Transform>{
public BBParameter<string> weaponEvent;
protected override string info{
get{ return $"Send weapon event <b>{weaponEvent.value}</b>"; }
}
//Use for initialization. This is called only once in the lifetime of the task.
//Return null if init was successfull. Return an error string otherwise
protected override string OnInit() {
return null;
}
//This is called once each time the task is enabled.
//Call EndAction() to mark the action as finished, either in success or failure.
//EndAction can be called from anywhere.
protected override void OnExecute(){
WeaponActor actor = agent.GetComponent<WeaponActor>();
if (actor == null) {
Debug.LogError("No WeaponActor was found on this player.");
EndAction(false);
}
actor.DoWeaponEvent(weaponEvent.value);
EndAction(true);
}
//Called once per frame while the action is active.
protected override void OnUpdate() {
}
//Called when the task is disabled.
protected override void OnStop() {
}
//Called when the task is paused.
protected override void OnPause() {
}
}
}