public override void InitState() { base.InitState (); if (BattleManager.singleton.selectedAction as MoveAction != null) { BattleManager.singleton.selectedAction.checkDistance = BattleManager.singleton.selectedAgent.moveSteps; } animControlRef = battleManRef.selectedAgent.GetComponent<AgentAnimController>(); modelRotControl = battleManRef.selectedAgent.GetComponent<ModelRotationController>(); battleManRef.selectedAction.agent = battleManRef.selectedAgent; animControlRef.TriggerAnim(battleManRef.selectedAction.animInfo); //modelRotControl.desiredPos = battleManRef.targetTile.transform.position; }
protected override void Awake() { _motor = GetComponent<TileMotor>(); _modelRotControl = GetComponent<ModelRotationController>(); _stats = GetComponent<BaseStats>(); //Ensure model we have is synchronized if (_modelRotControl.modelTf == null && model != null) {//assign to rotation controller _modelRotControl.modelTf = model.transform; } else if (model == null && _modelRotControl.modelTf != null) {//get model from rotation controller model = _modelRotControl.gameObject; } RefreshTurn(); base.Awake(); }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { modelRotControl = animator.transform.root.GetComponent<ModelRotationController>(); }