// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { boss3.IdelState(); if (timer < 0) { animator.SetTrigger("idle"); } else { timer -= Time.deltaTime; } }
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { boss3.IdelState(); boss3.shoot2(); if (timer < 0) { animator.SetTrigger("attack1"); } else if (timer > 8) { animator.SetTrigger("attack2"); } else { timer -= Time.deltaTime; } }