// 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); }
// 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) { stateMachine.ResetTrigger("moveTrigger"); stateManager.setIsFighting(false); }