// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (animatorFSM.GetIdlePauseTimer() < animatorFSM.GetIdlePauseTime()) { animatorFSM.SetIdlePauseTimer(animatorFSM.GetIdlePauseTimer() + Time.deltaTime); } else { animator.SetTrigger(animator_PatrolTrigger); } }
private IEnumerator TimerCountdown() { remainingIdleTimeTitleText.enabled = true; remainingIdleTimeText.enabled = true; while (fsm.GetIdlePauseTime() - fsm.GetIdlePauseTimer() > Mathf.Epsilon) { remainingIdleTimeText.text = (fsm.GetIdlePauseTime() - fsm.GetIdlePauseTimer()).ToString("0.00"); yield return(null); } StopTimer(); yield break; }