// 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) { m_rigidbody2D = PlayerManager.Instance.PlayerReference.GetComponent <Rigidbody2D>(); m_playerMovementControllerAir = PlayerManager.Instance.PlayerReference.GetComponent <PlayerMovementControllerAir>(); m_playerMovementControllerGround = PlayerManager.Instance.PlayerReference.GetComponent <PlayerMovementControllerGround>(); m_gravityScale = m_rigidbody2D.gravityScale; m_rigidbody2D.gravityScale = 0; m_playerMovementControllerAir.enabled = true; m_playerMovementControllerGround.enabled = false; }
public void OnPlayerEnter(GameObject player) { if (!m_playerMotion.UseWings) { m_rigidbody2D = player.GetComponent <Rigidbody2D>(); m_playerMovementControllerAir = player.GetComponent <PlayerMovementControllerAir>(); m_playerMovementControllerGround = player.GetComponent <PlayerMovementControllerGround>(); m_gravityScale = m_rigidbody2D.gravityScale; m_rigidbody2D.gravityScale = 0; m_playerMovementControllerAir.enabled = true; m_playerMovementControllerGround.enabled = false; } }