// OnStateExit is called when a transition ends and the state machine finishes evaluating this state override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { Modelable model = _copiedObj.GetComponent <Modelable>(); if (model) { model.SetAsSelected(); } // undo redo ICommand copyAction = new CommandCreateCopy(_copiedObj.gameObject, _data); UndoRedoManager.AddNewAction(copyAction); }
// OnStateExit is called when a transition ends and the state machine finishes evaluating this state override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { //Debug.Log("EXITING CREATION MENU SELECTED STATE"); Modelable model = m_prim.gameObject.GetComponent <Modelable>(); if (model) { model.SetAsSelected(); } // undo redo ICommand createAction = new CommandCreateCopy(m_prim.gameObject, m_data); UndoRedoManager.AddNewAction(createAction); animator.SetBool(m_hash_itemSelectedBool, false); m_prim = null; }