Exemple #1
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)
 {
     base.OnStateEnter(animator, stateInfo, layerIndex);
     m_ToothyAIBossController = m_AIBossController.GetComponent <ToothyAIBossController> ();
     m_ToothyAIBossController.ToggleToothyHitboxColliders("ToothySwipe", true);
     m_ToothyAIBossController.ToggleToothyParticleSystemEmission(true);
 }
  // OnStateExit is called when a transition ends and the state machine finishes evaluating this state
  override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
  {
    m_ToothyAIBossController.ToggleToothyHitboxColliders("ToothyStomp", false);
    // }

    // OnStateMove is called right after Animator.OnAnimatorMove()
    //override public void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    //{
    //    // Implement code that processes and affects root motion
    //}

    // OnStateIK is called right after Animator.OnAnimatorIK()
    //override public void OnStateIK(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    //{
    //    // Implement code that sets up animation IK (inverse kinematics)
    //}
  }
Exemple #3
0
 // OnStateExit is called when a transition ends and the state machine finishes evaluating this state
 override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 {
     m_ToothyAIBossController.ToggleToothyHitboxColliders("ToothySwipe", false);
     m_ToothyAIBossController.ToggleToothyParticleSystemEmission(false);
 }
 // OnStateExit is called when a transition ends and the state machine finishes evaluating this state
 override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 {
     m_ToothyAIBossController.ToggleToothyHitboxColliders("ToothyStomp", false);
 }