// 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 (!PhotonNetwork.isMasterClient) { return; } if (!owner) { owner = animator.GetComponent <TDS_Enemy>(); } if (!owner) { return; } if (animator.GetFloat("animationState") != 0) { owner.SetAnimationState(0); } attackingCoroutine = owner.StartCoroutine(owner.CastAttack()); }