Beispiel #1
0
    // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
    //override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    //{
    //
    //}

    // 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)
    {
        if (!PhotonNetwork.isMasterClient)
        {
            return;
        }
        if (owner == null)
        {
            owner = animator.GetComponent <TDS_Enemy>();
        }

        owner.SetAnimationState((int)EnemyAnimationState.Idle);
        owner.StartCoroutine(owner.ApplyRecoveryTime(recoveryTime));
    }