OnStateMachineEnter() public method

Called on the first Update frame when making a transition to a StateMachine. This is not called when making a transition into a StateMachine sub-state.

public OnStateMachineEnter ( Animator animator, int stateMachinePathHash ) : void
animator Animator The Animator playing this state machine.
stateMachinePathHash int The full path hash for this state machine.
return void
Esempio n. 1
0
 static public int OnStateMachineEnter(IntPtr l)
 {
     try {
         int argc = LuaDLL.lua_gettop(l);
         if (argc == 3)
         {
             UnityEngine.StateMachineBehaviour self = (UnityEngine.StateMachineBehaviour)checkSelf(l);
             UnityEngine.Animator a1;
             checkType(l, 2, out a1);
             System.Int32 a2;
             checkType(l, 3, out a2);
             self.OnStateMachineEnter(a1, a2);
             return(0);
         }
         else if (argc == 4)
         {
             UnityEngine.StateMachineBehaviour self = (UnityEngine.StateMachineBehaviour)checkSelf(l);
             UnityEngine.Animator a1;
             checkType(l, 2, out a1);
             System.Int32 a2;
             checkType(l, 3, out a2);
             UnityEngine.Animations.AnimatorControllerPlayable a3;
             checkValueType(l, 4, out a3);
             self.OnStateMachineEnter(a1, a2, a3);
             return(0);
         }
         return(error(l, "No matched override function to call"));
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int OnStateMachineEnter(IntPtr l)
 {
     try {
                     #if DEBUG
         var    method     = System.Reflection.MethodBase.GetCurrentMethod();
         string methodName = GetMethodName(method);
                     #if UNITY_5_5_OR_NEWER
         UnityEngine.Profiling.Profiler.BeginSample(methodName);
                     #else
         Profiler.BeginSample(methodName);
                     #endif
                     #endif
         int argc = LuaDLL.lua_gettop(l);
         if (argc == 3)
         {
             UnityEngine.StateMachineBehaviour self = (UnityEngine.StateMachineBehaviour)checkSelf(l);
             UnityEngine.Animator a1;
             checkType(l, 2, out a1);
             System.Int32 a2;
             checkType(l, 3, out a2);
             self.OnStateMachineEnter(a1, a2);
             pushValue(l, true);
             return(1);
         }
         else if (argc == 4)
         {
             UnityEngine.StateMachineBehaviour self = (UnityEngine.StateMachineBehaviour)checkSelf(l);
             UnityEngine.Animator a1;
             checkType(l, 2, out a1);
             System.Int32 a2;
             checkType(l, 3, out a2);
             UnityEngine.Experimental.Director.AnimatorControllerPlayable a3;
             checkType(l, 4, out a3);
             self.OnStateMachineEnter(a1, a2, a3);
             pushValue(l, true);
             return(1);
         }
         pushValue(l, false);
         LuaDLL.lua_pushstring(l, "No matched override function OnStateMachineEnter to call");
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
             #if DEBUG
     finally {
                     #if UNITY_5_5_OR_NEWER
         UnityEngine.Profiling.Profiler.EndSample();
                     #else
         Profiler.EndSample();
                     #endif
     }
             #endif
 }
 static public int OnStateMachineEnter__Animator__Int32(IntPtr l)
 {
     try {
         UnityEngine.StateMachineBehaviour self = (UnityEngine.StateMachineBehaviour)checkSelf(l);
         UnityEngine.Animator a1;
         checkType(l, 2, out a1);
         System.Int32 a2;
         checkType(l, 3, out a2);
         self.OnStateMachineEnter(a1, a2);
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int OnStateMachineEnter(IntPtr l)
 {
     try {
         UnityEngine.StateMachineBehaviour self = (UnityEngine.StateMachineBehaviour)checkSelf(l);
         UnityEngine.Animator a1;
         checkType(l, 2, out a1);
         System.Int32 a2;
         checkType(l, 3, out a2);
         self.OnStateMachineEnter(a1, a2);
         return(0);
     }
     catch (Exception e) {
         LuaDLL.luaL_error(l, e.ToString());
         return(0);
     }
 }
Esempio n. 5
0
 static public int OnStateMachineEnter(IntPtr l)
 {
     try {
         int argc = LuaDLL.lua_gettop(l);
         if (argc == 3)
         {
             UnityEngine.StateMachineBehaviour self = (UnityEngine.StateMachineBehaviour)checkSelf(l);
             UnityEngine.Animator a1;
             checkType(l, 2, out a1);
             System.Int32 a2;
             checkType(l, 3, out a2);
             self.OnStateMachineEnter(a1, a2);
             pushValue(l, true);
             return(1);
         }
         else if (argc == 4)
         {
             UnityEngine.StateMachineBehaviour self = (UnityEngine.StateMachineBehaviour)checkSelf(l);
             UnityEngine.Animator a1;
             checkType(l, 2, out a1);
             System.Int32 a2;
             checkType(l, 3, out a2);
             UnityEngine.Experimental.Director.AnimatorControllerPlayable a3;
             checkType(l, 4, out a3);
             self.OnStateMachineEnter(a1, a2, a3);
             pushValue(l, true);
             return(1);
         }
         pushValue(l, false);
         LuaDLL.lua_pushstring(l, "No matched override function OnStateMachineEnter to call");
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }