Exemplo n.º 1
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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)
    {
        Debug.Log("We have entered the patrol state");
        TankAi tankAi = animator.gameObject.GetComponent <TankAi>();

        tankAi.SetColor(0);
    }
Exemplo n.º 2
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)
    {
        TankAi tankAi = animator.gameObject.GetComponent <TankAi>();

        tankAi.SetColor(2);
    }
Exemplo n.º 3
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    // OnStateExit is called when a transition ends and the state machine finishes evaluating this state
    public override void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        TankAi tankAi = animator.gameObject.GetComponent <TankAi>();

        tankAi.ResumePatrol();
    }
Exemplo n.º 4
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    // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
    override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        TankAi tankAi = animator.gameObject.GetComponent <TankAi>();

        tankAi.FollowPlayer();
    }
    // 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)
    {
        TankAi tankAi = animator.gameObject.GetComponent <TankAi>();

        tankAi.ChangeDestinationPoint();
    }