// 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) { stateManager.characterAction = CharacterAction.None; stateManager.characterState = CharacterState.Ready; shieldCharge.reachedTarget = false; shieldCharge.GetComponent <Collider>().isTrigger = false; }
// 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) { stateManager = animator.GetComponent <CharacterStateManager>(); shieldCharge = animator.GetComponent <ShieldCharge>(); taticalMovement = animator.GetComponent <TaticalMovement>(); stateManager.characterAction = CharacterAction.ShieldCharge; stateManager.characterState = CharacterState.IsInteracting; shieldCharge.GetComponent <Collider>().isTrigger = true; }