// 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) { Misaki chara = animator.GetComponent <Misaki>(); if (chara != null) { chara.Stop(); } }
// 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) { Misaki chara = animator.GetComponent <Misaki>(); if (chara != null) { chara.SetCurrentSpriteByIndex(0); chara.isCountDown = true; } }
// 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) { Misaki chara = animator.GetComponent <Misaki>(); if (chara != null) { chara.SetCurrentSpriteByIndex(2); chara.SpawnItem(); chara.Play(1); } }