public override void UpdateAbility(CharacterState characterState, Animator animator, AnimatorStateInfo stateInfo) { }
public override void OnExit(CharacterState characterState, Animator animator, AnimatorStateInfo stateInfo) { }
public abstract void UpdateAbility(CharacterState characterState, Animator animator, AnimatorStateInfo stateInfo);
public override void OnEnter(CharacterState characterState, Animator animator, AnimatorStateInfo stateInfo) { animator.SetBool(HashManager.Instance.ArrMainParams[(int)MainParameterType.Move], false); }
public override void OnExit(CharacterState characterState, Animator animator, AnimatorStateInfo stateInfo) { animator.SetBool(HashManager.Instance.DicMainParams[TransitionParameter.ForceTransition], false); }
public abstract void OnEnter(CharacterState characterState, Animator animator, AnimatorStateInfo stateInfo);
public override void OnEnter(CharacterState characterState, Animator animator, AnimatorStateInfo stateInfo) { characterState.characterControl.animationProgress.HoldingWeapon = characterState.characterControl.animationProgress.GetTouchingWeapon(); }
public override void OnEnter(CharacterState characterState, Animator animator, AnimatorStateInfo stateInfo) { characterState.characterControl.Jump = true; characterState.characterControl.MoveUp = true; }
public override void OnExit(CharacterState characterState, Animator animator, AnimatorStateInfo stateInfo) { animator.SetBool(HashManager.Instance. DicAITrans[AI_Walk_Transitions.start_walking], false); }
public override void OnExit(CharacterState characterState, Animator animator, AnimatorStateInfo stateInfo) { animator.SetInteger(HashManager.Instance.ArrMainParams[(int)MainParameterType.TransitionIndex], 0); }
public override void UpdateAbility(CharacterState characterState, Animator animator, AnimatorStateInfo stateInfo) { RegisterAttack(characterState, animator, stateInfo); DeregisterAttack(characterState, animator, stateInfo); CheckCombo(characterState, animator, stateInfo); }
public override void OnExit(CharacterState characterState, Animator animator, AnimatorStateInfo stateInfo) { characterState.characterControl.animationProgress.CameraShaken = false; }
public override void OnEnter(CharacterState characterState, Animator animator, AnimatorStateInfo stateInfo) { characterState.characterControl.animationProgress.LockTransition = true; }