public void OnStateEnter(InteractState state) { switch (state) { case InteractState.Glide: animBody.SetBool("isGliding", true); emissionGlide.enabled = true; break; case InteractState.MeleeAttack: animBody.SetTrigger("InstantAttack"); break; case InteractState.DistantAttack: animBody.SetTrigger("DistantAttack"); break; case InteractState.SpawnLure: //animBody.SetBool("isAttacking", true); break; case InteractState.Inflate: //animBody.SetBool("isAttacking", true); break; case InteractState.Tiny: //animBody.SetBool("isAttacking", true); break; case InteractState.Activate: //animBody.SetBool("isAttacking", true); break; case InteractState.Absorb: animBody.SetBool("IsAbsorbing", true); emissionAbsorb.enabled = true; AbsorbRotation.Toggle(true); break; case InteractState.Nothing: break; } }
public void OnStateExit(InteractState state) { switch (state) { case InteractState.Glide: animBody.SetBool("isGliding", false); emissionGlide.enabled = false; break; case InteractState.MeleeAttack: //animBody.SetBool("isAttacking", false); break; case InteractState.DistantAttack: //animBody.SetBool("isDistantAttacking", false); break; case InteractState.SpawnLure: //animBody.SetBool("isAttacking", false); break; case InteractState.Inflate: //animBody.SetBool("isAttacking", false); break; case InteractState.Tiny: //animBody.SetBool("isAttacking", false); break; case InteractState.Activate: //animBody.SetBool("isAttacking", false); break; case InteractState.Absorb: animBody.SetBool("IsAbsorbing", false); emissionAbsorb.enabled = false; AbsorbRotation.Toggle(false); break; } }