private void Start() { _monster = GetComponent <Monster>(); _audio = GetComponent <MonsterAudio>(); Assert.IsNotNull(_monster); Assert.IsNotNull(_audio); Assert.IsNotNull(_munchFX); StartCoroutine(Eat()); }
// 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) { audio = animator.GetComponentInParent <MonsterAudio>(); audio.Footsteps.Play(); }