// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { animatorRoot = animator.transform.parent; enemy = animator.GetComponent <EnemyAir>(); player = GameManager.Instance.player; trackSpeed = enemy.trackSpeed; direction = Vector2.up; SetDirection(); }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { enemy = animator.GetComponent <EnemyAir>(); noticeRange = enemy.noticeRange; }