// 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) { animator.SetBool("Hit", false); EnemyTitanScript enemy = animator.gameObject.GetComponent <EnemyTitanScript>(); enemy.source.Stop(); }
// 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) { EnemyTitanScript enemy = animator.gameObject.GetComponent <EnemyTitanScript>(); enemy.source.Stop(); Destroy(animator.gameObject); }
// 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) { EnemyTitanScript enemy = animator.gameObject.GetComponent <EnemyTitanScript>(); enemy.source.clip = enemy.walkingSound; enemy.source.loop = true; enemy.source.Play(); }
// 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) { EnemyTitanScript enemy = animator.gameObject.GetComponent <EnemyTitanScript>(); //enemy.source.clip = enemy.hitSound; enemy.source.loop = false; enemy.source.PlayOneShot(enemy.hitSound); //enemy.source.clip = enemy.bulletCollisionSound; enemy.source.loop = false; enemy.source.PlayOneShot(enemy.bulletCollisionSound); }