// 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; }