// 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) { // TODO: test if this get cached between each enter if (!sensors) { sensors = animator.GetComponent <OAEnemySensors>(); } if (!rb) { rb = sensors.Rb; } rb.velocity = new Vector2(0, rb.velocity.y); animator.speed = sensors.AttackStats.attackSpeed; }
// 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) { if (!sensors) { sensors = animator.GetComponent <OAEnemySensors>(); } if (!spriteGroup) { spriteGroup = animator.GetComponent <OASpriteGroupFlipper>(); } if (!rb) { rb = sensors.Rb; } if (!moveStats) { moveStats = sensors.MoveStats; } }