public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (animatorAI == null) { animatorAI = animator.gameObject.GetComponent <AnimatorAI>(); } timeEnteredState = Time.time; animatorAI.topText.SetText("CurrentBehavior:" + this.GetType().ToString()); animator.Play("Attack01", animator.GetLayerIndex("Base Layer")); }
public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (animatorAI == null) { animatorAI = animator.gameObject.GetComponent <AnimatorAI>(); } animatorAI.topText.SetText("CurrentBehavior:" + this.GetType().ToString()); if (animatorAI.currentTarget == null) { animator.Play("Idle", animator.GetLayerIndex("Behaviors")); return; } animator.Play("Walk", animator.GetLayerIndex("Base Layer")); }
public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (animatorAI == null) { animatorAI = animator.gameObject.GetComponent <AnimatorAI>(); } animatorAI.topText.SetText("CurrentState:" + this.GetType().ToString()); if (animatorAI.currentTarget != null) { animatorAI.moveDirection = (animatorAI.currentTarget.transform.position - animatorAI.transform.position).normalized; animator.Play("Walk", animator.GetLayerIndex("Base Layer")); } animator.Play("Walk", animator.GetLayerIndex("Base Layer")); }