// 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) { stateManager = animator.GetComponent <CharacterStateManager>(); shieldCharge = animator.GetComponent <ShieldCharge>(); taticalMovement = animator.GetComponent <TaticalMovement>(); stateManager.characterAction = CharacterAction.ShieldCharge; stateManager.characterState = CharacterState.IsInteracting; shieldCharge.GetComponent <Collider>().isTrigger = true; }
public override SkillAbstract AttachSkill(CharacterStats _characterStats, AnimationHandler _animationHandler, TaticalMovement _taticalMovement, CombatUtils _combatUtils, Skill _skill) { ShieldCharge shieldCharge = _characterStats.gameObject.AddComponent <ShieldCharge>(); shieldCharge.characterStats = _characterStats; shieldCharge.animationHandler = _animationHandler; shieldCharge.taticalMovement = _taticalMovement; shieldCharge.characterRigidBody = _taticalMovement.GetComponent <Rigidbody>(); shieldCharge.stateManager = _taticalMovement.GetComponent <CharacterStateManager>(); shieldCharge.skill = _skill; shieldCharge.combatUtils = _combatUtils; return(shieldCharge); }