// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { m_CharacterSword = animator.gameObject.GetComponentInChildren<CharacterSword> (); if (m_CharacterSword != null) { m_CharacterSword.m_IsAttacking = true; } }
// 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) { m_CharacterSword = animator.gameObject.GetComponentInChildren <CharacterSword> (); if (m_CharacterSword != null) { m_CharacterSword.m_IsAttacking = true; } }