Beispiel #1
0
 // 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)
 {
     if (!owner)
     {
         owner = animator.GetComponent <TDS_MrLoyal>();
     }
 }
Beispiel #2
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 (!owner)
        {
            owner = animator.GetComponent <TDS_MrLoyal>();
        }
        owner.SetAnimationState((int)EnemyAnimationState.Idle);
    }
 public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 {
     if (!owner)
     {
         owner = animator.GetComponent <TDS_MrLoyal>();
     }
     if (!owner)
     {
         return;
     }
     owner.IsInvulnerable = true;
     owner.StopAll();
     owner.SetAnimationState((int)EnemyAnimationState.Idle);
     outOfBattleCoroutine = owner.StartCoroutine(owner.GetOutOfBattle());
 }