// 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) { // //} // 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 public override void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (animator.GetComponentInParent<Character>().Status == Character.Statuses.ATTACKING) { animator.GetComponentInParent<Character>().Status = Character.Statuses.READY; } }
// 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) { Debug.Log("Stop"); var rigidbody = animator.GetComponentInParent<Rigidbody>(); store = rigidbody.constraints; rigidbody.constraints = RigidbodyConstraints.FreezeAll; }
// OnStateEnter is called before OnStateEnter is called on any state inside this state machine public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (stateInfo.IsTag("DestroyState")) { animator.GetComponentInParent<BaseEnemy>().DestroyEnemy(stateInfo.length); } }
// 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) { // //} // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if(animator.GetBool("Grounded")) { UnityEngine.Random rnd = new UnityEngine.Random(); //animator.GetComponentInParent<Rigidbody>().AddForce(new Vector3(rnd.RandomRange(-1.0f, 1.0f), rnd.RandomRange(-20.0f, 20.0f), rnd.RandomRange(-1.0f, 1.0f)); animator.GetComponentInParent<Rigidbody>().AddForce(new Vector3(0f, 20f, 0f)); animator.SetBool("Grounded", false); } }
public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { //animator.transform.parent.GetComponent<Actor>(); m_Actor = animator.GetComponentInParent<Actor>(); if(m_Actor.AI.CURRENT_AI_STATE == eAIStateType.AI_STATE_ATTACK) { m_Actor.AI.IS_ATTACK = true; m_bIsAttack = false; } }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { _playerCollider2D = animator.GetComponentsInParent<Collider2D>(); for (int i = 0; i < _playerCollider2D.Length; i++) { _playerCollider2D[i].enabled = false; } if (DisableGravity) { _playerRigidBody2D = animator.GetComponentInParent<Rigidbody2D>(); _gravitySaved = _playerRigidBody2D.gravityScale; _playerRigidBody2D.gravityScale = 0.0f; _velocitySaved = _playerRigidBody2D.velocity; _playerRigidBody2D.velocity = Vector2.zero; } }
// 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) { var rigidbody = animator.GetComponentInParent<Rigidbody>(); rigidbody.constraints = store; }
//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) //{ // BossAttack attackScript = animator.GetComponentInParent<BossAttack>(); // attackScript.ToggleMeleeCollider(); //} // 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 public override void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { BossAIScript aiScript = animator.GetComponentInParent<BossAIScript>(); aiScript.Attacking = false; }
// 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) { WalkerController controller = animator.GetComponentInParent<WalkerController> (); controller.Died (); }
// 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) { // animator.GetComponentInParent<Transform> ().GetComponentInParent<AudioSource> ().Play (); }
// 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) { animator.GetComponentInParent<Transform> ().GetComponentInParent<PartyGroup> ().Facing (true); }