// 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)
    {
        Debug.Log("Weapon despawn behaviour called");
        PlayerAnimationController playerAnimationBehaviour = animator.transform.root.GetComponent <PlayerAnimationController> ();

        playerAnimationBehaviour.GetComponent <PlayerAnimationController> ().SpawnItemThirdPerson();
        animator.ResetTrigger(PlayerAnimationController.PlayerAnimatorTriggerForceHolster);
    }
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)
    {
        Debug.Log("Weapon despawn behaviour called");
        PlayerAnimationController playerAnimationBehaviour = animator.transform.GetComponentInParent <PlayerAnimationController> ();         // Search in parent in case the player is a child of a boat.

        playerAnimationBehaviour.GetComponent <PlayerAnimationController> ().SpawnItemThirdPerson();                                         // Note that GetComponentInParent starts on the current object so no worries.
        animator.ResetTrigger(PlayerAnimationController.PlayerAnimatorTriggerForceHolster);
    }