override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (isActive) { isActive = false; ActiveDamage(animator, false); } isAttacking = false; if (mFighter != null) { mFighter.OnDisableAttack(); } if (mFighter != null && resetAttackTrigger) { mFighter.ResetAttackTriggers(); } if (debug) { Debug.Log(animator.name + " attack " + attackName + " stateExit"); } }