// 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) { CAlberto tAlberto = animator.GetComponentInParent <CAlberto>(); if (CAlberto.STATE.ATTACK == tAlberto.GetState()) { tAlberto.SetState(CAlberto.STATE.IDLE); } }
public void AlbertoDoAttack(float tDirX) { if (CAlberto.STATE.IDLE == mpAlberto.GetState()) { this.mpAlberto.transform.localScale = new Vector3(tDirX, 1.0f, 1.0f); this.mpAlberto.SetState(CAlberto.STATE.ATTACK); this.mpAlberto.DoState(); } }