public virtual void SendTrigger(Trigger_Type trigger) { // Ignore triggers if not state has been set up yet. if (currentState != null) { Debug.Log("SendTrigger: " + trigger + " current State: " + currentState.GetState() + " for object [" + name + "]"); // Resolve triggers that don't care about states and just do stuff. AnyStateTrigger(trigger); // Resolve triggers based on the current state. var newState = currentState.SendTrigger(trigger, gameObject, animator, ref flags); if (newState != null) { currentState = newState; } } }