// 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)
    {
        LemmingAnimationController lemmingAnimationController = animator.gameObject.GetComponent <LemmingAnimationController>();

        lemmingAnimationController.setActiveUmbrella(true);
        lemmingAnimationController.setUmbrellaAnimation(true);
        AudioManager.Instance.playSFX(AudioManager.Instance.umbrellaOpen);
    }
Exemplo n.º 2
0
    private void Awake()
    {
        lemmingAnimationController            = GetComponent <LemmingAnimationController>();
        movementController                    = GetComponent <LemmingMovementController>();
        movementController.OnArrived         += OnArrivetAtWaypoint;
        movementController.OnGetNextWaypoint += OnGetNextWaypoint;

        stateController = GetComponent <LemmingStateController>();

        SetupStateMachine();
    }
    // 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)
    {
        LemmingAnimationController lemmingAnimationController = animator.gameObject.GetComponent <LemmingAnimationController>();

        lemmingAnimationController.setActivePickaxe(true);
        AudioManager.Instance.playSFX(AudioManager.Instance.pickaxeHit);

        if (stateInfo.IsName("DigForward"))
        {
            lemmingAnimationController.setDigForwardPickaxeAnimation();
        }
        else if (stateInfo.IsName("DigDown"))
        {
            lemmingAnimationController.setDigDownPickaxeAnimation();
        }
    }