public void SetDesiredState(eCharacterStateCommand stateCommand) { // Useful for figuring out who is setting animation state //if (_animator.GetInteger("State") != Convert.ToInt32(stateCommand)) //{ // EB.Debug.LogWarning(gameObject.name + " setting anim to " + stateCommand + " at time " + Time.time); //} if (_animator != null) { _animator.SetInteger("State", (int)stateCommand); } }
public bool IsDesiredState(eCharacterStateCommand stateCommand) { return(_animator.GetInteger("State") == (int)stateCommand); }