// 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) { if (!Application.isPlaying) { return; } Asset_Role role = animator.GetComponent <Asset_Role>(); if (role && role.Master) { role.Master.OnAnimStateExit(stateInfo.shortNameHash); } }
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (Application.isPlaying && !bCanFinish) { if (stateInfo.normalizedTime >= fNormalizedFinishTime) { bCanFinish = true; Asset_Role role = animator.GetComponent <Asset_Role>(); if (role && role.Master) { role.Master.OnAnimLogicOver(stateInfo.shortNameHash); } } } }