public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { _menuStateMachine = animator.GetComponent<AnimatorMenuStateMachine>(); // this transition is going to a new scene if (!string.IsNullOrEmpty(sceneName) && Application.loadedLevelName != sceneName) { _menuStateMachine.FindNamedLevel(sceneName, OnLevelLoaded); } else { LoadView(); } }
//TODO: use singleton Template void Awake() { DontDestroyOnLoad (this); if (Instance == null) { Instance = this; _animator = GetComponent<Animator>(); if (!string.IsNullOrEmpty(StartTrigger)) { _animator.SetTrigger(StartTrigger); _animator.enabled = true; } } else if (Instance != this) { Destroy(gameObject); } }