// 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) { fish = animator.gameObject; movingObject = GameObject.FindGameObjectWithTag("MainCamera"); fishManager = fish.GetComponent <FishAni> (); waterlevel = fishManager.waterlevel; // waterlevel = fish.GetComponent<FishAni> ().waterlevel; }
public void WaitToTriggerAnimation(FishAni ani, float delaySec = 0) { if (delaySec > 0) { fishAI.StartCoroutine(_waitToTriggerAnimation(ani, delaySec)); } else { GetAnimator().SetTrigger(ani.ToString()); } }
IEnumerator _waitToTriggerAnimation(FishAni ani, float delaySec) { yield return(new WaitForSeconds(delaySec)); GetAnimator().SetTrigger(ani.ToString()); }