// 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) { times = 0; cogiendo = false; if (!waiter.CalculateNavPos(waiter.currentTask.Coordinates.transform.position)) { animator.SetTrigger("Entregar"); } }
// 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) { looking = 0; dejando = false; if (!waiter.CalculateNavPos(waiter.currentTask.extraInfo.transform.position)) { animator.SetTrigger("Idle"); } }
// 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) { time = 0; looking = 0; waiter.Completed(); if (!waiter.CalculateNavPos(waiter.startPosition)) { animator.SetTrigger("Idle"); } }
// 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) { looking = 0; times = 1; entregando = false; Vector3 closePoint = ClosePoint(); if (!waiter.CalculateNavPos(closePoint)) { animator.SetTrigger("Idle"); } }