// 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) { unit = animator.GetComponent <UnitBehaviour>(); direction = -PetUtility.GetFloorDirection(unit.transform.position); if (direction == Vector2.left) { unit.transform.rotation = Quaternion.Euler(0, 180, 0); } else { unit.transform.rotation = Quaternion.Euler(0, 0, 0); } }
//it faces the same direction as ghost public override void UpdataFaceDirection() { facingDirection = PetUtility.GetFloorDirection(transform.position); transform.rotation = Quaternion.Euler(0, facingDirection == Vector2.left ? 180 : 0, 0); }