// 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 RestartGame() { mpAlberto.SetState(CAlberto.STATE.IDLE); mpAlberto.DoAni(); for (int i = 0; i < mEnemyList.Count; i++) { mEnemyList[i].transform.position = new Vector3(2 + i * 0.5f, 0, 0); } CMyMgr.GetInst().mScore = 0; mpTextScore.text = CMyMgr.GetInst().mScore.ToString(); }