// 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("We have entered the patrol state"); TankAi tankAi = animator.gameObject.GetComponent <TankAi>(); tankAi.SetColor(0); }
// 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) { TankAi tankAi = animator.gameObject.GetComponent <TankAi>(); tankAi.SetColor(2); }
// OnStateExit is called when a transition ends and the state machine finishes evaluating this state public override void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { TankAi tankAi = animator.gameObject.GetComponent <TankAi>(); tankAi.ResumePatrol(); }
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { TankAi tankAi = animator.gameObject.GetComponent <TankAi>(); tankAi.FollowPlayer(); }
// 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) { TankAi tankAi = animator.gameObject.GetComponent <TankAi>(); tankAi.ChangeDestinationPoint(); }