예제 #1
0
 // 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)
 {
     sirSheppardRigidBody.velocity    = new Vector2(0, sirSheppardRigidBody.velocity.y);
     sirSheppardRigidBody.constraints = RigidbodyConstraints2D.FreezePositionX | RigidbodyConstraints2D.FreezeRotation;
     stateManager.setForceRight(false);
     stateMachine.ResetTrigger("newRoom");
 }
예제 #2
0
    // 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)
    {
        stateMachine                     = animator;
        sirSheppard                      = animator.gameObject.transform.parent.gameObject;
        stateManager                     = sirSheppard.GetComponent <SirSheppardStateManager>();
        sirSheppardRigidBody             = sirSheppard.GetComponent <Rigidbody2D>();
        sirSheppardRigidBody.constraints = RigidbodyConstraints2D.FreezeRotation;

        stateManager.setForceRight(true);
    }