コード例 #1
0
    // 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)
    {
        rb.constraints = RigidbodyConstraints2D.FreezeRotation;
        rb.simulated   = true;

        Destroy(protectionOrb);

        foreach (GameObject item in GameObject.FindGameObjectsWithTag("Spawnable"))
        {
            Destroy(item);
        }

        boss.ResetIdle();
        animator.ResetTrigger("FinishHeal");
    }
コード例 #2
0
 // 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)
 {
     boss.ResetIdle();
     animator.ResetTrigger("FinishAttack");
 }