public override void exitState(StateBase stateBase, Animator animator, AnimatorStateInfo stateInfo) { }
public override void updateState(StateBase stateBase, Animator animator, AnimatorStateInfo stateInfo) { Controller controller = stateBase.getController(animator); animator.SetInteger(stateBase.getAnimatorHashCodes().environment, controller.env.GetHashCode()); }
public abstract void exitState(StateBase stateBase, Animator animator, AnimatorStateInfo stateInfo);
public override void enterState(StateBase stateBase, Animator animator, AnimatorStateInfo stateInfo) { Destroy(animator.gameObject); }
public override void updateState(StateBase stateBase, Animator animator, AnimatorStateInfo stateInfo) { Explosion explosion = animator.gameObject.GetComponent <Explosion>(); animator.SetInteger(stateBase.getAnimatorHashCodes().projectile, explosion.projectileType.GetHashCode()); }
public override void updateState(StateBase stateBase, Animator animator, AnimatorStateInfo stateInfo) { Projectile projectile = animator.gameObject.GetComponent <Projectile>(); animator.SetInteger(stateBase.getAnimatorHashCodes().projectile, projectile.getProjectileType().GetHashCode()); }
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks public override void updateState(StateBase stateBase, Animator animator, AnimatorStateInfo stateInfo) { Controller controller = stateBase.getController(animator); checkToDrop(animator, controller, stateBase.getAnimatorHashCodes()); }
public override void enterState(StateBase stateBase, Animator animator, AnimatorStateInfo stateInfo) { Controller controller = stateBase.getController(animator); }