// 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) { base.OnStateExit(animator, stateInfo, layerIndex); //DebugWide.LogBlue ("OnStateExit : " + stateInfo.normalizedTime); TriggerProcess tp = animator.gameObject.GetComponentInParent <TriggerProcess>(); tp.OnTransitionExit(); }
void Awake() { //DebugWide.LogBlue ("Multi awake"); _hashMap.InitHashInfoMap(this.transform); _animator = this.GetComponent <Animator> (); _charAnimator = this.GetComponent <CharacterAnimator> (); _trgPrcs = this.GetComponent <TriggerProcess> (); }
// Use this for initialization void Start() { _tPcs = this.GetComponentInParent <TriggerProcess> (); }
void Start() { _ani = this.GetComponent <Animator> (); _tPcs = this.GetComponent <TriggerProcess> (); _charCtrl = this.GetComponent <Character_Controller> (); }
void Start() { _ani = this.GetComponent <Animator> (); _tPcs = this.GetComponent <TriggerProcess> (); }