// 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) { MenuReferences r = animator.gameObject.GetComponent <MenuReferences> (); cameraAnimator = r.cameraAnimator; cameraAnimator.SetBool("Board", 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) { MenuReferences r = animator.gameObject.GetComponent <MenuReferences> (); levelAnimator = r.levelAnimator; topicAnimator = r.topicAnimator; topicAnimator.SetBool("Show", true); levelAnimator.SetBool("Show", true); levelAnimator.SetBool("Table", false); }
// Use this for initialization void Start() { menu = GetComponentInParent <MenuReferences> (); animator = GetComponent <Animator> (); animator.SetBool("Show", true); tutoanimator = tutorial.GetComponent <Animator> (); group = GetComponent <CanvasGroup> (); trainer.OnGestureRecognized += (name, value, allHits) => { maxScore = value; }; trainer.OnGestureUnknown += (allHits) => { failCount++; if (failCount == 15) { tutorial.playing = true; tutoanimator.SetBool("Show", true); } }; }