// 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) { lift = animator.GetComponentInChildren <ParticleSystem>(); runner = animator.GetComponent <ZombieRunner>(); runner.PlayZombieChase(); runner.SwitchState(ZombieRunner.EnemyState.ATTACK); switchNextStateTimer = Time.time + constantTime; lift.Play(); }
// 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) { if (audioSource == null) { audioSource = animator.GetComponent <AudioSource>(); } audioSource.Play(); runner = animator.GetComponent <ZombieRunner>(); switchNextStateTimer = Time.time + Random.Range(minRandomTime, maxRandomTime); }
// 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) { runner = animator.GetComponent <ZombieRunner>(); }
// 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) { runner = animator.GetComponent <ZombieRunner>(); switchNextStateTimer = Time.time + Random.Range(minRandomTime, maxRandomTime); }