// 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) { if (!PhotonNetwork.isMasterClient) { return; } if (!owner) { owner = animator.GetComponent <TDS_Enemy>(); } if (!owner) { return; } pickUpCoroutine = owner.StartCoroutine(owner.CastGrab()); }