protected override void OnAnimationComplete(AnimationCompleteEvent e) { switch (attack_type) { case AttackType.Ground: sm.TransitionTo(new IdleState(sm)); break; case AttackType.Air: sm.TransitionTo(new FallState(sm)); break; default: sm.TransitionTo(new IdleState(sm)); break; } }
protected override void OnAnimationComplete(AnimationCompleteEvent e) { sm.TransitionTo(new IdleState(sm)); }
override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { AnimationCompleteEvent.Dispatch(animator.gameObject); }
protected virtual void OnAnimationComplete(AnimationCompleteEvent e) { }