// 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; }
// 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); }