コード例 #1
0
    // 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)
    {
        base.OnStateExit(animator, stateInfo, layerIndex);

        //DebugWide.LogBlue ("OnStateExit : " + stateInfo.normalizedTime);
        TriggerProcess tp = animator.gameObject.GetComponentInParent <TriggerProcess>();

        tp.OnTransitionExit();
    }
コード例 #2
0
    void Awake()
    {
        //DebugWide.LogBlue ("Multi awake");

        _hashMap.InitHashInfoMap(this.transform);

        _animator     = this.GetComponent <Animator> ();
        _charAnimator = this.GetComponent <CharacterAnimator> ();

        _trgPrcs = this.GetComponent <TriggerProcess> ();
    }
コード例 #3
0
 // Use this for initialization
 void Start()
 {
     _tPcs = this.GetComponentInParent <TriggerProcess> ();
 }
コード例 #4
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 void Start()
 {
     _ani      = this.GetComponent <Animator> ();
     _tPcs     = this.GetComponent <TriggerProcess> ();
     _charCtrl = this.GetComponent <Character_Controller> ();
 }
コード例 #5
0
 void Start()
 {
     _ani  = this.GetComponent <Animator> ();
     _tPcs = this.GetComponent <TriggerProcess> ();
 }