// 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) { healthState = agent.GetComponent <HealthState>(); shootAction.StartShooting(); }
// 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_agent.maximumLinearVelocity = 0f; shootAction.StartShooting(); }