// 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) { NPC = animator.gameObject; agent = NPC.GetComponent <UnityEngine.AI.NavMeshAgent>(); thisAnimator = NPC.GetComponent <Animator>(); assignmentScript = NPC.GetComponent <AssignmentHandler>(); myNumber = assignmentScript.GetAssignedNumber(); }
// 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) { machines = GameObject.FindGameObjectsWithTag("Machine"); NPC = animator.gameObject; thisAnimator = NPC.GetComponent <Animator>(); assignmentScript = NPC.GetComponent <AssignmentHandler>(); myNumber = assignmentScript.GetAssignedNumber(); machineScript = machines[myNumber].GetComponent <MachineEvent>(); Debug.Log("I'm doing laundry"); }