// 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) { player = GameObject.FindGameObjectWithTag("Player").transform; rb = animator.GetComponent <Rigidbody2D>(); boss = animator.GetComponent <Boss>(); bossmagic = animator.GetComponent <Boss2Magic>(); bossmagic.bossSkill1CD = skill1CD; bossmagic.cntTime = cntTime; }
// Start is called before the first frame update void Start() { bossmagic = GetComponent <Boss2Magic>(); sr = GetComponentsInChildren <SpriteRenderer>(); originalColor = new Color[sr.Length]; for (int i = 0; i < sr.Length; i++) { originalColor[i] = sr[i].color; } }