// 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 override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { //get reference to playerFSMs current state PlayerFSM playerFSM = PlayerFSM.GetPlayerFSM(); if (playerFSM.GetCurrentState() == playerFSM.climbLedgeState) { ClimbLedge climbLedge = playerFSM.GetCurrentState() as ClimbLedge; climbLedge.ClimbLedgeAnimCompleted(); } }
public virtual void EndPlayerState() { playerFSM.PopState(this); if (playerFSM.GetCurrentState() == null) { playerFSM.PushState(defaultState); } }