// 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) { gb = animator.gameObject.GetComponent <GoblinBossManager>(); gb.UpdateState("Idle"); Debug.Log("GoblinIdleState entered, time to choose an attack"); }
// 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) { gb = animator.gameObject.GetComponent <GoblinBossManager>(); gb.UpdateState("Heavy Attack"); Debug.Log("GoblinHeavyAttack entered, attacking"); }