// 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) { RotatorMenu actionManager = animator.transform.parent.GetComponent <RotatorMenu>(); actionManager.IsRotating = false; actionManager.SetSelectedToHoverState(); }
// Start is called before the first frame update void Start() { this.RotatorMenu = MenuRouter.EnabledMenus["Player Rotator Menu"] as RotatorMenu; if (TurnStatusStartingValue) { BattleEncounterType = (TurnStatus)TurnStatusStartingValue.Value; } Invoke("StartBattleEncounter", .2f); }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { TurnManager turnManagerRef = animator.GetComponentInParent <StageDirector>().TurnManagerRef; //check if the unit turns are still remaining //End turn if no more units left to act if (!turnManagerRef.Players.Any(p => p.CanAct)) { turnManagerRef.StartEnemyTurn(); } else { RotatorMenu rotatorMenu = turnManagerRef.RotatorMenu; Stack <Menu> openedMenuStack = rotatorMenu.MenuRouter.OpenedMenus; if (openedMenuStack.Count == 0 || openedMenuStack.Peek() != rotatorMenu) { rotatorMenu.ShowDialogue(); } else { rotatorMenu.Show(); } } }
private void OnEnable() { this.ParentMenu = transform.parent.parent.GetComponentInChildren <RotatorMenu>(); }
private void Reset() { RotaterMenu = transform.parent.GetComponent <RotatorMenu>(); }
void Start() { RotatorMenu = GetComponent <RotatorMenu>(); }