public void CreatePuppet(Character forWhom) { CharacterPuppet newPuppet = Instantiate(emptyPuppet).GetComponent <CharacterPuppet>(); newPuppet.character = forWhom; forWhom.puppet = newPuppet; }
// 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) { character = animator.gameObject.GetComponentInParent <CharacterPuppet> (); if (character == null && !complainedOnce) { Debug.Log("no character set for animation restriction"); complainedOnce = true; return; } if (useRootMotion) { character.takingRootMotion = true; } }