// 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) { BossEnemyController enemy = animator.gameObject.GetComponent <BossEnemyController>(); enemy.StopChargingUp(); }
// 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) { BossEnemyController enemy = animator.gameObject.GetComponent <BossEnemyController>(); enemy.StartIdle(); }
// Use this for initialization void Start() { InvokeRepeating ("BeatTime", 2,1); Reset = false; GetComponent<BossEnemyController>().health = 10; phase++; BossCon = GetComponent<BossEnemyController> (); rb = GetComponent<Rigidbody>(); //looking at spawner BossES = GameObject.FindWithTag ("BossZone"); ESZone = BossES.GetComponent<BossEnemyZone> (); NoEnemies = false; anim = GetComponent<Animator> (); speed = 7.5f * Time.deltaTime; playerPosition = (GameObject.Find ("Player").transform.position); MoveTarget = playerPosition; //pedastal Pedastal = (GameObject.FindWithTag ("Pedastal").transform.position); }