示例#1
0
 // 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)
 {
     // スクリプトを取得していない場合には取得する
     if (enemyInput == null)
     {
         enemyInput = animator.gameObject.GetComponent <E_SUSInput>();
     }
     enemyInput.Resetflag();
 }
 // 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)
 {
     // スクリプトを取得していない場合には取得する
     if (enemyInput == null)
     {
         enemyInput = animator.gameObject.GetComponent <E_SUSInput>();
         Debug.Log(enemyInput);
     }
     enemyInput.e_Weaponcollider.tag = "E_ParryAtk";
     enemyInput.GenerateEffect(animator.gameObject);
     animator.ResetTrigger("Rev-Atk");
     animator.ResetTrigger("Rev-Down");
     enemyInput.inAction = true;
     enemyInput.e_Parrycollider.enabled = true;
 }