// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (!notifiedApex && stateInfo.normalizedTime > 0.2) { notifiedApex = true; animator.SendMessageUpwards("OnThrowApex"); } if (!notifiedMovement && stateInfo.normalizedTime > 0.5) { notifiedMovement = true; animator.SendMessageUpwards("OnEnableMovement"); } }
// OnStateExit is called before OnStateExit is called on any state inside this state machine override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (sendTo == Option.selfOnly) { animator.SendMessage(messageName, _require); } else if (sendTo == Option.selfAndParent) { animator.SendMessage(messageName, _require); if (animator.transform.parent) { animator.transform.parent.SendMessage(messageName, _require); } } else if (sendTo == Option.parentOnly) { if (animator.transform.parent) { animator.transform.parent.SendMessage(messageName, _require); } } else if (sendTo == Option.upwards) { animator.SendMessageUpwards(messageName, _require); } }
// 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) //{ // //} // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { foreach (var msg in OnUpdateMessages) { animator.SendMessageUpwards(msg); } }
// 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) { foreach (string temp in OnEnterFunction) { animator.SendMessageUpwards(temp); } }
// 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) //{ // //} // 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) { foreach (string callback in callbackFunctions) { animator.SendMessageUpwards(callback); } }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state //public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) //{ // //} // 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 public override void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { foreach (var msg in onExitMessages) { animator.SendMessageUpwards(msg); } }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { foreach (var msg in onEnterMessages) { //animator.gameObject.SendMessage(msg); //animator.SendMessage(msg); animator.SendMessageUpwards(msg); } }
// OnStateEnter is called before OnStateEnter is called on any state inside this state machine //override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { // //} // OnStateUpdate is called before OnStateUpdate is called on any state inside this state machine //override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { // //} // OnStateExit is called before OnStateExit is called on any state inside this state machine public override void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (stateInfo.IsTag("Attack")) { animator.SendMessageUpwards("AttackAnimationComplete", SendMessageOptions.DontRequireReceiver); } else if (stateInfo.IsTag("LongAttack")) { animator.SendMessageUpwards("LongAttackAnimationComplete", SendMessageOptions.DontRequireReceiver); } else if (stateInfo.IsTag("ConeAttack")) { animator.SendMessageUpwards("ConeAttackAnimationComplete", SendMessageOptions.DontRequireReceiver); } else if (stateInfo.IsTag("Bite")) { animator.SendMessageUpwards("BiteAnimationComplete", SendMessageOptions.DontRequireReceiver); } else if (stateInfo.IsTag("SwingOpen")) { Debug.Log("upwards " + animator); animator.SendMessageUpwards("SwingOpenAnimationComplete", SendMessageOptions.DontRequireReceiver); } else if (stateInfo.IsTag("SwingClose")) { Debug.Log("upwards " + animator); animator.SendMessageUpwards("SwingCloseAnimationComplete", SendMessageOptions.DontRequireReceiver); } }
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (MethodCalled) { return; } if (TimePassed >= DelayAmount) { MethodCalled = true; animator.SendMessageUpwards(TargetMethod); } TimePassed += Time.deltaTime; }
// OnStateExit is called before OnStateExit is called on any state inside this state machine public override void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (sendTo == Option.selfOnly) animator.SendMessage(messageName, _require); else if (sendTo == Option.selfAndParent) { animator.SendMessage(messageName, _require); if (animator.transform.parent) animator.transform.parent.SendMessage(messageName, _require); } else if (sendTo == Option.parentOnly) { if (animator.transform.parent) animator.transform.parent.SendMessage(messageName, _require); } else if (sendTo == Option.upwards) animator.SendMessageUpwards(messageName, _require); }
// 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) //{ // //} // 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) { animator.SendMessageUpwards(TargetMethod); }
// 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) { animator.SendMessageUpwards("CompleteSequenceCallback"); }