using static Opium.AI.StateMachine;
namespace Opium;
[GameResource( "Opium/Melee Weapon Attack", "opatk", "A weapon attack resource.", Icon = "account_tree", IconBgColor = "#ECAB3E", IconFgColor = "#FFD691" )]
public partial class MeleeWeaponAttackResource : GameResource
{
[Property, Category( "States" )] public List<StateInfo> States { get; set; }
/// <summary>
/// An identifier for this attack. Named for animgraph mostly.
/// </summary>
[Property, Category( "Animation" )] public string AttackTypeName { get; set; } = "attack";
/// <summary>
/// The state we'll use immediately when activating this attack.
/// </summary>
[Property, Category( "Setup" )] public AttackState ActivationState { get; set; } = AttackState.Windup;
/// <summary>
/// Voice when attacking
/// </summary>
[Property, Group( "Sound" )] public string OnAttackVoice { get; set; }
}