public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (_enemy == null) { _enemy = animator.GetComponent<Enemy>(); _ardColl = animator.GetComponentInChildren<AttackRangeDetector>().GetComponent<Collider>(); } _ardColl.enabled = false; }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { WIHolder whtemp = animator.gameObject.GetComponentInParent<Character>().gameObject.GetComponentInChildren<WIHolder>(); pos = whtemp.gameObject.transform.localPosition; rot = whtemp.gameObject.transform.localRotation; animator.GetComponent<IKHands>().ikActive = false; whtemp.gameObject.transform.SetParent(animator.GetComponentInChildren<RHandItPos>().gameObject.transform); whtemp.gameObject.transform.localPosition = Vector3.zero; }
// 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) { animator.SetBool("CanAttack", false); animator.GetComponentInChildren<MeleeAttack>().GetComponent<CircleCollider2D>().enabled = true; }