override public void OnStateMachineEnter(Animator animator, int stateMachinePathHash) { animator.SetBool(playSpecialHash, false); if (!minifigController) { minifigController = animator.GetComponent <MinifigController>(); } }
void Awake() { // Get information about enemy and player. player = GameObject.FindWithTag("Player").transform; animator = GetComponent <Animator>(); minifig = GetComponent <Unity.LEGO.Minifig.MinifigController>(); if (hidehealthbar) { healthbar.gameObject.SetActive(false); } else { healthbar.value = health / maxhealth; } // Make enemy alive. dead = false; AnimationClip[] clips = animator.runtimeAnimatorController.animationClips; foreach (AnimationClip clip in clips) { switch (clip.name) { case "OneHandedReverseSwordSwingAnimation": swordReverseSwipeDuration = clip.length; break; case "OneHandedSwordSwingAnimation": swordSwipeDuration = clip.length; break; } } audioSource = GetComponent <AudioSource>(); }