// OnStateExit is called when a transition ends and the state machine finishes evaluating this state override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { rb.constraints = RigidbodyConstraints2D.FreezeRotation; rb.simulated = true; Destroy(protectionOrb); foreach (GameObject item in GameObject.FindGameObjectsWithTag("Spawnable")) { Destroy(item); } boss.ResetIdle(); animator.ResetTrigger("FinishHeal"); }
// OnStateExit is called when a transition ends and the state machine finishes evaluating this state override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { boss.ResetIdle(); animator.ResetTrigger("FinishAttack"); }