void Start() { riderCombat = GetComponentInChildren <RiderCombat>(); animalAIControl = GetComponentInChildren <MAnimalAIControl>(); mAnimal = GetComponentInChildren <MAnimal>(); rider = GetComponentInChildren <MRider>(); //animalAIControl.enabled = false; // SetClosestWaypoint(); }
// 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) { RC = animator.GetComponent <RiderCombat>(); IkMode = (RC.ActiveAbility as GunCombatIK); active = false; if (IkMode) { active = true; } }