// 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) //{ // //} // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks //override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) //{ // //} // 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) { PlayerAnimationController playerAnimationController = FindObjectOfType <PlayerAnimationController>(); if (!playerAnimationController || playerAnimationController == null) { Debug.LogWarning("Not playeranimationcontroller found for CombatAnimationFinished script"); } else { if (stateInfo.IsName("ComboEndState")) { playerAnimationController.HandleCombatAnimationFinished(); } } }