// 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 (enemyTrash == null) { enemyTrash = animator.transform.gameObject.GetComponent <EnemyTrash>(); } enemyTrash.ChangeAttack("Attack"); animator.ResetTrigger("attack"); enemyTrash.nav.Stop(); }
// 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 (enemyTrash == null) { enemyTrash = animator.transform.gameObject.GetComponent <EnemyTrash>(); } if (playerDetection == null) { playerDetection = animator.transform.gameObject.GetComponentInChildren <PlayerDetection>(); artilleryRadius = playerDetection.artillery.GetComponent <CapsuleCollider>().radius; } animator.ResetTrigger("attackArtillery"); enemyTrash.ChangeAttack("Attack"); enemyTrash.nav.Stop(); }