// 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) { uC = animator.GetComponent <UnitController>(); gB = uC.CurrentGridBlock; aS = uC.WalkingAudioSource; gbT = gB.Type; PlayProperClip(); }
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (uC.CurrentGridBlock.Type != gbT) { gbT = uC.CurrentGridBlock.Type; aS.Stop(); PlayProperClip(); } }