Esempio n. 1
0
    // 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)
    //{

    //}

    // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
    //override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
    //
    //}

    //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)
    {
        GunAndMeleeSystem fightingSystem = animator.transform.root.GetComponent <GunAndMeleeSystem>();

        if (slashType == SlashEventType.DealDamage)
        {
            fightingSystem.DoSlashDamage();
        }
        else if (slashType == SlashEventType.EndSlash)
        {
            fightingSystem.EndSlash();
        }
    }
Esempio n. 2
0
 // Use this for initialization
 void Start()
 {
     fightSystem = transform.root.GetComponent <GunAndMeleeSystem>();
 }
    // 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) {
    //
    //}

    // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
    //override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
    //
    //}

    ////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)
    {
        GunAndMeleeSystem fightingSystem = animator.transform.root.GetComponent <GunAndMeleeSystem>();

        fightingSystem.allowShot = true;
    }
 //private Journal journal;
 // Use this for initialization
 void Start()
 {
     fightingSystem = transform.root.GetComponent <GunAndMeleeSystem>();
     //journal = transform.root.GetComponent<Journal>();
 }