void Awake()
 {
     IdleState          = this.GetComponent <Leader_IdleState>();
     WalkingState       = this.GetComponent <Leader_WalkingState>();
     InteractiveState   = this.GetComponent <Leader_InteractiveState>();
     SaluteState        = this.GetComponent <Leader_SaluteState>();
     ShakeHandsState    = this.GetComponent <Leader_ShakeHandsState>();
     SpeechState        = this.GetComponent <Leader_SpeechState>();
     WaveHandState      = this.GetComponent <Leader_WaveHandState>();
     WaitingState       = this.GetComponent <Leader_WaitingState>();
     AfterSpeechState   = this.GetComponent <Leader_AfterSpeechState>();
     CloseToPlayerState = this.GetComponent <Leader_CloseToPlayerState>();
     ReturnToPathState  = this.GetComponent <Leader_ReturnToPathState>();
 }
Exemple #2
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 // 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)
 {
     base.OnStateEnter(animator, stateInfo, layerIndex);
     interactiveStateOfLeader = GameObject.FindGameObjectWithTag(Tags.Leader).GetComponent <Leader>().States.InteractiveState;
     timer = 0.0f;
 }