private GameObject targetWall;// the wall the elevator settled in // 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) { eleva = animator.GetBehaviour <ElevatorState>().GetElevator(); door = eleva.transform.GetChild(0).gameObject; counter = 0; door.gameObject.transform.position = door.gameObject.transform.position - eleva.transform.right * 0.8f; wall_requester = GameObject.Find("User_Encounter_Area").GetComponent <Wall_Requester>(); targetWall = eleva.transform.GetChild(4).gameObject; }
private GameObject doorWall;//the door where the wall settle // 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) { roboticWall.Set_Robotic_Wall(animator.gameObject); wall_requester = GameObject.Find("User_Encounter_Area").GetComponent <Wall_Requester>(); //user = GameObject.Find("Camera (eye)").gameObject; //roboticWall.wallToTarget_controller.Robot_Move_Switch(true); //doorWall = GameObject.Find("DoorWall"); Debug.Log("doorwall =" + doorWall.name); wall_requester.SetWallSolved(doorWall); }
// 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) { fsmController = GameObject.Find("StatesController").GetComponent <FSMSystem>(); //if it's from door state, keep the target wall same, else get target wall by controller //if (!animator.GetBool("SliderEnterDoor")) targetWall = fsmController.SendToWallState(); roboticWall.Set_Robotic_Wall(animator.gameObject); slider = targetWall.transform.GetChild(0).gameObject; user = GameObject.Find("Camera (eye)").gameObject; wall_requester = GameObject.Find("User_Encounter_Area").GetComponent <Wall_Requester>(); wall_requester.SetWallSolved(targetWall); }
// 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) { robotic_wall.Set_Robotic_Wall(animator.gameObject); statesController = GameObject.Find("StatesController").GetComponent <FSMSystem>(); statesList = statesController.GetStatesList(); wall_requester = GameObject.Find("User_Encounter_Area").GetComponent <Wall_Requester>(); //put the wall which the elevator setteled in to sloved List ele_wall = GameObject.Find("Wall_Elevator_True"); eleva = animator.GetBehaviour <ElevatorState>().GetElevator(); ele_requester = eleva.GetComponent <Elevator_Requester>(); Debug.Log("eleva =" + ele_wall.name); wall_requester.SetWallSolved(ele_wall); ele_requester.AllocateElevator(animator); }