public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 {
     if (!animatorManager)
     {
         animatorManager = animator.GetComponent <PlayerAnimatorManager>();
     }
 }
 public override void OnStateEnter(Animator animator, AnimatorStateInfo animatorStateInfo, int layerIndex)
 {
     if (!animatorManager)
     {
         animatorManager = animator.GetComponent <PlayerAnimatorManager>();
     }
     if (!characterController)
     {
         characterController = animator.GetComponent <STCharacterController>();
     }
 }
Exemple #3
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        public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
        {
            attackTimer = 0;
            animator.SetLayerWeight(1, 1);
            stage = AttackStage.enter;

            if (!animatorManager)
            {
                animatorManager = animator.GetComponent <PlayerAnimatorManager>();
            }

            if (!characterController)
            {
                characterController = animator.GetComponent <STCharacterController>();
            }
            Attack(AttackStage.enter);
        }
        public override void OnStateEnter(Animator animator, AnimatorStateInfo animatorStateInfo, int layerIndex)
        {
            if (!animatorManager)
            {
                animatorManager = animator.GetComponent <PlayerAnimatorManager>();
            }
            animator.SetLayerWeight(1, 1);
            if (!characterController)
            {
                characterController = animator.GetComponent <STCharacterController>();
            }

            l = 0;
            animator.SetBool("isReloadBullet", true);
            var iks = animator.GetBehaviours <PlayerIK>();

            for (int i = 0; i < iks.Length; i++)
            {
                iks[i].isIk = false;
            }
        }