void AnimationExit(AnimatorStateInfo stateInfo) { if (true) //on peut vérifier isAlive au besoin { if (stateInfo.IsName("Attack_Tree")) { anim.ResetTrigger("damaged"); StartCoroutine(ChangeWeaponActive(0.0f, false)); weaponScriptL.ResetTrigger(); weaponScriptR.ResetTrigger(); isAttacking = false; } } }
override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { weaponTrigger.SetActive(false); weaponScript.ResetTrigger(); }