// 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) { if (OnEnterState != tdEntityState.Unassigned) { string csString = $"td{OnEnterState}State"; Type cs = Type.GetType(csString); tdIBrainFSM anim = animator.GetComponent <tdIBrainFSM>(); anim.ChangeState(cs, new object[] { }); } }
public tdIState(tdIBrainFSM brain) { Brain = brain; }