using UnityEngine; namespace Invector.vMelee { [vClassHeader("Melee Weapon", openClose = false)] public class vMeleeWeapon : vMeleeAttackObject { [Header("Melee Weapon Settings")] public vMeleeType meleeType = vMeleeType.OnlyAttack; [Header("Attack Settings")] public bool useStrongAttack = true; [Tooltip("Simple AI Only")] public float distanceToAttack = 1; [Tooltip("Trigger a Attack Animation")] public int attackID; [Tooltip("Change the MoveSet when using this Weapon")] public int movesetID; [Header("* Third Person Controller Only *")] [Tooltip("How much stamina will be consumed when attack")] public float staminaCost; [Tooltip("How much time the stamina will wait to start recover")] public float staminaRecoveryDelay; [Header("Defense Settings")] [Range(0, 100)] public int defenseRate = 100; [Range(0, 180)] public float defenseRange = 90; [Tooltip("Trigger a Defense Animation")] public int defenseID; [Tooltip("What recoil animatil will trigger")] public int recoilID; [Tooltip("Can break the oponent attack, will trigger a recoil animation")] public bool breakAttack; [HideInInspector] public UnityEngine.Events.UnityEvent onDefense; public void OnDefense() { onDefense.Invoke(); } } public enum vMeleeType { OnlyDefense, OnlyAttack, AttackAndDefense } }