// 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) { sirSheppard = animator.gameObject.transform.parent.gameObject; stateManager = sirSheppard.GetComponent <SirSheppardStateManager>(); sirSheppard.transform.position = stateManager.getNewPos(); }
// 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) { stateMachine = animator; sirSheppard = animator.gameObject.transform.parent.gameObject; stateManager = sirSheppard.GetComponent <SirSheppardStateManager>(); sirSheppardRigidBody = sirSheppard.GetComponent <Rigidbody2D>(); sirSheppardRigidBody.constraints = RigidbodyConstraints2D.FreezeRotation; stateManager.setForceRight(true); }
// 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) { stateMachine = animator; sirSheppard = animator.gameObject.transform.parent.gameObject; stateManager = sirSheppard.GetComponent <SirSheppardStateManager>(); try { moveTrigger = stateManager.getTrigger().GetComponent <MoveTrigger>(); setupTrigger(); } catch { } stateManager.setIsFighting(true); }