// 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 (!owner) { owner = animator.GetComponent <TDS_MrLoyal>(); } }
// 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) { if (!owner) { owner = animator.GetComponent <TDS_MrLoyal>(); } owner.SetAnimationState((int)EnemyAnimationState.Idle); }
public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (!owner) { owner = animator.GetComponent <TDS_MrLoyal>(); } if (!owner) { return; } owner.IsInvulnerable = true; owner.StopAll(); owner.SetAnimationState((int)EnemyAnimationState.Idle); outOfBattleCoroutine = owner.StartCoroutine(owner.GetOutOfBattle()); }