// 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)
    {
        sirSheppard  = animator.gameObject.transform.parent.gameObject;
        stateManager = sirSheppard.GetComponent <SirSheppardStateManager>();

        sirSheppard.transform.position = stateManager.getNewPos();
    }
Exemplo n.º 2
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    // 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)
    {
        stateMachine                     = animator;
        sirSheppard                      = animator.gameObject.transform.parent.gameObject;
        stateManager                     = sirSheppard.GetComponent <SirSheppardStateManager>();
        sirSheppardRigidBody             = sirSheppard.GetComponent <Rigidbody2D>();
        sirSheppardRigidBody.constraints = RigidbodyConstraints2D.FreezeRotation;

        stateManager.setForceRight(true);
    }
    // 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)
    {
        stateMachine = animator;
        sirSheppard  = animator.gameObject.transform.parent.gameObject;
        stateManager = sirSheppard.GetComponent <SirSheppardStateManager>();
        try
        {
            moveTrigger = stateManager.getTrigger().GetComponent <MoveTrigger>();
            setupTrigger();
        }
        catch
        {
        }

        stateManager.setIsFighting(true);
    }