// 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) { JengaStateMachine sm = animator.GetComponent <JengaStateMachine>(); if (sm == null) { return; } if (stateInfo.IsName("Playing")) { //Debug.Log("Enter: Start Turn"); sm.disableHandler(); } }
// 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) { //Debug.Log("Enter"); JengaStateMachine sm = animator.GetComponent <JengaStateMachine>(); if (sm == null) { return; } if (stateInfo.IsName("Playing")) { //Debug.Log("Enter: Start Turn"); sm.startTurn(); } if (stateInfo.IsName("End Turn")) { //Debug.Log("Enter: End Turn"); sm.endTurn(); } if (stateInfo.IsName("Lose")) { //Debug.Log("Enter: End Turn"); sm.lose(); } if (stateInfo.IsName("Win")) { //Debug.Log("Enter: End Turn"); sm.win(); } if (stateInfo.IsName("Viewing")) { //Debug.Log("Enter: Start Turn"); sm.disableHandler(); } if (stateInfo.IsName("Block Fallen")) { animator.ResetTrigger("Block Falls"); } }