Пример #1
0
    // 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)
    {
        Misaki chara = animator.GetComponent <Misaki>();

        if (chara != null)
        {
            chara.Stop();
        }
    }
Пример #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)
    {
        Misaki chara = animator.GetComponent <Misaki>();

        if (chara != null)
        {
            chara.SetCurrentSpriteByIndex(0);
            chara.isCountDown = true;
        }
    }
Пример #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)
    {
        Misaki chara = animator.GetComponent <Misaki>();

        if (chara != null)
        {
            chara.SetCurrentSpriteByIndex(2);
            chara.SpawnItem();
            chara.Play(1);
        }
    }