// 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) { if (armPart == null) { armPart = animator.GetComponentInParent <ArmPart>(); } if (stateInfo.IsName("Punch") || stateInfo.IsName("StrongPunch") || stateInfo.IsName("2Handed")) { armPart.ArmColliders(false, 0); armPart.ArmColliders(false, 1); armPart.StartedNewAttack(ECombatInputType.NONE); //fightSolver.HandleInput(); } }
//Is used in animation events void EnableStateArm(int arm) { arms.ArmColliders(true, arm); }