// 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) { // スクリプトを取得していない場合には取得する if (enemyInput == null) { enemyInput = animator.gameObject.GetComponent <E_Sus_RevAtk>(); } enemyInput.OiuchiColOFF(); }
// 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) { // スクリプトを取得していない場合には取得する if (kumiuchiCol == null) { kumiuchiCol = animator.gameObject.GetComponent <E_Sus_RevAtk>(); Debug.Log(kumiuchiCol); } kumiuchiCol.KumiuchiColON(); }