private void SendMessage(Animator anim, string message, SendMessageOptions MsgOption) { if (SendToChildren) { anim.BroadcastMessage(message, MsgOption); } else { anim.SendMessage(message, MsgOption); } }
// 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) { animator.BroadcastMessage("RunWalkthroughAnimation"); }
// 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) { animator.BroadcastMessage("ResetAllAnimations"); }
// 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) { animator.BroadcastMessage(controllerEvent); }