// 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) { if (onExit) { if (useTransformForward && !additive) { direction = animator.transform.forward; } if (useTransformForward && additive) { direction += animator.transform.forward; } if (states == null) { states = animator.transform.GetComponent <StateManager>(); } if (!states.isPlayer) { return; } if (ply == null) { ply = animator.transform.GetComponent <HandleMovement_Player>(); } ply.AddVelocity(direction, life, force, onEndClampVelocity, useForceCurve, forceCurve); } }
// Start is called before the first frame update void Start() { //Add references gameObject.AddComponent <HandleMovement_Player>(); //Get references CamManager = CameraManager.singleton; states = GetComponent <StateManager>(); hMove = GetComponent <HandleMovement_Player>(); CamManager.target = this.transform; //Init in order states.isPlayer = true; states.Init(); hMove.Init(states, this); FixPlayerMeshes(); }