// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (animatorFSM.GetIdlePauseTimer() < animatorFSM.GetIdlePauseTime()) { animatorFSM.SetIdlePauseTimer(animatorFSM.GetIdlePauseTimer() + Time.deltaTime); } else { animator.SetTrigger(animator_PatrolTrigger); } }
public void SetIdlePauseTime(string newTime) { if (int.Parse(newTime) < 0f) { idlePauseTimeInputField.SetTextWithoutNotify(fsm.GetIdlePauseTime().ToString()); return; } fsm.SetIdlePauseTime(int.Parse(newTime)); fsm.SetIdlePauseTimer(0f); }