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)
 {
     stateManager.characterAction = CharacterAction.None;
     stateManager.characterState  = CharacterState.Ready;
     shieldCharge.reachedTarget   = false;
     shieldCharge.GetComponent <Collider>().isTrigger = false;
 }
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)
 {
     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;
 }