// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (Time.time > switchNextStateTimer) { runner.SwitchState(ZombieRunner.EnemyState.MOVEMENT); } }
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (Time.time > switchNextStateTimer) { animator.SetTrigger("Idle"); runner.SwitchState(ZombieRunner.EnemyState.IDLE); } }
// 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) { lift = animator.GetComponentInChildren <ParticleSystem>(); runner = animator.GetComponent <ZombieRunner>(); runner.PlayZombieChase(); runner.SwitchState(ZombieRunner.EnemyState.ATTACK); switchNextStateTimer = Time.time + constantTime; lift.Play(); }
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks //override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) //{ // //} // 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) { runner.SwitchState(ZombieRunner.EnemyState.MOVEMENT); }