示例#1
0
    // 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)
    {
        ClipUtils clipUtils = animator.gameObject.GetComponent <ClipUtils>();

        clipUtils.StartFadeOutSweat();
        clipUtils.SetMonsterMode(false);
    }
示例#2
0
    override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        ClipUtils clipUtils = animator.gameObject.GetComponent <ClipUtils>();

        clipUtils.SetMonsterMode(false);

        GameObject     crowd = GameObject.Find("Crowd");
        CrowdSimulator cs    = crowd.GetComponent <CrowdSimulator>();

        cs.enabled = true;

        GameObject tableSet = GameObject.Find("TableSetMain");
        Rigidbody  rb       = tableSet.AddComponent <Rigidbody>();

        rb.AddForce(new Vector3(-4.0f, 5.0f, 0.0f), ForceMode.Impulse);
        clipUtils.StartMoveTable(rb);

        GameObject player = GameObject.Find("Player");
        Vector3    pos    = player.transform.position;

        pos.y = 1.077f;
        clipUtils.StartMovePlayerTowards(player, pos);
    }