public override void OnEnter(EnemyStateMachine stateMachine, Animator animator, CharacterMovementController playerController) { base.OnEnter(stateMachine, animator, playerController); animator.SetBool(AnimEnemyParameters.ATTACKING, true); animationHasStopped = false; }
public override void OnAnimEvent(EnemyStateMachine stateMachine, string parameter) { base.OnAnimEvent(stateMachine, parameter); animationHasStopped = true; }
public override void OnExit(EnemyStateMachine stateMachine, Animator animator, CharacterMovementController playerController) { animator.SetBool(AnimEnemyParameters.DAMAGE, false); }
public override void OnEnter(EnemyStateMachine stateMachine, Animator animator, CharacterMovementController playerController) { base.OnEnter(stateMachine, animator, playerController); animator.SetBool(AnimEnemyParameters.IDLE, true); }
public override void OnAnimEvent(EnemyStateMachine stateMachine, string parameter) { base.OnAnimEvent(stateMachine, parameter); // stateMachine -> DEAD stateMachine.Destroy(); }
public override AbstractState HandleUpdate(EnemyStateMachine stateMachine, Animator animator, CharacterMovementController playerController) { return(null); }