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)
 {
     fsmController = GameObject.Find("StatesController").GetComponent <FSMSystem>();
     //if it's from door state, keep the target wall same, else get target wall by controller
     //if (!animator.GetBool("SliderEnterDoor"))
     targetWall = fsmController.SendToWallState();
     roboticWall.Set_Robotic_Wall(animator.gameObject);
     slider         = targetWall.transform.GetChild(0).gameObject;
     user           = GameObject.Find("Camera (eye)").gameObject;
     wall_requester = GameObject.Find("User_Encounter_Area").GetComponent <Wall_Requester>();
     wall_requester.SetWallSolved(targetWall);
 }