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);
     }
 }
Example #2
0
        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();
        }