// 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 (connectedCommandController == null) { connectedCommandController = animator.GetComponent <AnimationCommandController>(); } connectedCommandController.SetCurrentState(selectedState); }
public void StartUp() { health = GetComponent <Health>(); if (health == null) { Debug.LogError("Could not find Health component", this); } debugHolder = ScriptableObject.CreateInstance <PersonAIDebugHolder>(); levelGeneration = FindObjectOfType <LevelGeneration>(); animatorController = GetComponent <AnimationCommandController>(); traversalGraphHolder = FindObjectOfType <TraversalGraphHolder>(); traversalAStar = new TraversalAStarNavigation(traversalGraphHolder); personalTasks = ScriptableObject.CreateInstance <TaskListHolder>(); currentState = GoToState(startingState); FindCurrentRoom(); }
private void Awake() { health = startingHealth; animationCommandController = GetComponent <AnimationCommandController>(); }