public override void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (_OnExit) { if (_UseTransformForward && !_Additive) { _Direction = animator.transform.forward; } if (_UseTransformForward && _Additive) { _Direction += animator.transform.forward; } if (mStateManager == null) { mStateManager = animator.transform.GetComponent <StateManager>(); } if (!mStateManager._IsPlayer) { return; } if (mMovementHandler == null) { mMovementHandler = animator.transform.GetComponent <MovementHandler>(); } mMovementHandler.AddVelocity(_Direction, _Life, _Force, _OnEndClampVelocity); } }
private void Start() { gameObject.AddComponent <MovementHandler>(); // Getting Singleton & References _CameraManager = CameraManager._Instance; mStateManager = GetComponent <StateManager>(); mMovementHandler = GetComponent <MovementHandler>(); _CameraManager._Target = this.transform; // Initialize in order mStateManager._IsPlayer = true; mStateManager.Init(); mMovementHandler.Init(mStateManager, this); FixPlayerMeshes(); }