// 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) { if (Fighter == null) { Fighter = animator.gameObject.GetComponent <Controll>(); } if (Fighter2 == null) { Fighter2 = animator.gameObject.GetComponent <Controll2>(); } if (soundEff != null) { if (Fighter != null) { Fighter.PlaySound(soundEff); } if (Fighter2 != null) { Fighter2.PlaySound(soundEff); } } if (Fighter != null) { damageColli_Player1 = GameObject.Find("Player1").GetComponentInChildren <DamageCollider>(); if (damageColli_Player1 != null) { damageColli_Player1.Damage = damage; } FighterAnimatorBegin(Fighter.gameObject, "Player2", animator, stateInfo, layerIndex); } if (Fighter2 != null) { DamageCollider damageColli = GameObject.Find("Player2").GetComponentInChildren <DamageCollider>(); if (damageColli_Player2 != null) { damageColli.Damage = damage; } FighterAnimatorBegin(Fighter2.gameObject, "Player1", animator, stateInfo, layerIndex); } }