Exemplo n.º 1
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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)
 {
     if (Time.time > switchNextStateTimer)
     {
         runner.SwitchState(ZombieRunner.EnemyState.MOVEMENT);
     }
 }
Exemplo n.º 2
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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)
 {
     if (Time.time > switchNextStateTimer)
     {
         animator.SetTrigger("Idle");
         runner.SwitchState(ZombieRunner.EnemyState.IDLE);
     }
 }
Exemplo n.º 3
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)
 {
     lift   = animator.GetComponentInChildren <ParticleSystem>();
     runner = animator.GetComponent <ZombieRunner>();
     runner.PlayZombieChase();
     runner.SwitchState(ZombieRunner.EnemyState.ATTACK);
     switchNextStateTimer = Time.time + constantTime;
     lift.Play();
 }
    // 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)
    {
        runner.SwitchState(ZombieRunner.EnemyState.MOVEMENT);
    }