Beispiel #1
0
 public override void exitState(StateBase stateBase, Animator animator, AnimatorStateInfo stateInfo)
 {
 }
        public override void updateState(StateBase stateBase, Animator animator, AnimatorStateInfo stateInfo)
        {
            Controller controller = stateBase.getController(animator);

            animator.SetInteger(stateBase.getAnimatorHashCodes().environment, controller.env.GetHashCode());
        }
Beispiel #3
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 public abstract void exitState(StateBase stateBase, Animator animator, AnimatorStateInfo stateInfo);
Beispiel #4
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 public override void enterState(StateBase stateBase, Animator animator, AnimatorStateInfo stateInfo)
 {
     Destroy(animator.gameObject);
 }
Beispiel #5
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        public override void updateState(StateBase stateBase, Animator animator, AnimatorStateInfo stateInfo)
        {
            Explosion explosion = animator.gameObject.GetComponent <Explosion>();

            animator.SetInteger(stateBase.getAnimatorHashCodes().projectile, explosion.projectileType.GetHashCode());
        }
Beispiel #6
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        public override void updateState(StateBase stateBase, Animator animator, AnimatorStateInfo stateInfo)
        {
            Projectile projectile = animator.gameObject.GetComponent <Projectile>();

            animator.SetInteger(stateBase.getAnimatorHashCodes().projectile, projectile.getProjectileType().GetHashCode());
        }
Beispiel #7
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        // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
        public override void updateState(StateBase stateBase, Animator animator, AnimatorStateInfo stateInfo)
        {
            Controller controller = stateBase.getController(animator);

            checkToDrop(animator, controller, stateBase.getAnimatorHashCodes());
        }
 public override void enterState(StateBase stateBase, Animator animator, AnimatorStateInfo stateInfo)
 {
     Controller controller = stateBase.getController(animator);
 }