// 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) { // スクリプトを取得していない場合には取得する if (oiuchiCol == null) { oiuchiCol = animator.gameObject.GetComponent <E_RevAtk>(); Debug.Log(oiuchiCol); } }
// 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) { // スクリプトを取得していない場合には取得する if (kumiuchiCol == null) { kumiuchiCol = animator.gameObject.GetComponent <E_RevAtk>(); e_Input = animator.gameObject.GetComponent <E_Input>(); } kumiuchiCol.KumiuchiColON(); e_Input.e_Parrycollider.enabled = false; }