Exemplo n.º 1
0
 // 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)
 {
     if (!lookBehaviour)
     {
         lookBehaviour = animator.GetComponentInParent <RobbieCharacterController>();
     }
     lookBehaviour.allowMovement = false;
 }
Exemplo n.º 2
0
    // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
    //override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    //{
    //
    //}

    //OnStateExit is called when a transition ends and the state machine finishes evaluating this state
    override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        if (!source)
        {
            source = animator.gameObject.AddComponent <AudioSource>();
        }
        if (!robbie)
        {
            robbie = animator.GetComponentInParent <RobbieCharacterController>();
        }

        robbie.FadeOutAudio(source, 0.3f);
    }