// 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) { LogHelper.Log(typeof(AttackBehavior), "Entered Attack"); this.aiParams = animator.GetComponentInParent <AIParameterSetter>(); }
// 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) { this._controller = animator.GetComponentInParent <SimpleCharacterControl>(); this.aiParams = animator.GetComponentInParent <AIParameterSetter>(); LogHelper.Log(typeof(ChaseBehavior), "Entered Chase"); }