// 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) { if (onExit) { if (useTransformForward && !additive) { direction = animator.transform.forward; } if (useTransformForward && additive) { direction += animator.transform.forward; } if (states == null) { states = animator.transform.GetComponent <StateManager>(); } if (!states.isPlayer) { return; } if (ply == null) { ply = animator.transform.GetComponent <HandleMovement_Player>(); } ply.AddVelocity(direction, life, force, onEndClampVelocity); } }
// Use this for initialization void Start() { tpCamera = Camera.main.GetComponent <ThirdPersonCamera>(); gameObject.AddComponent <HandleMovement_Player>(); states = GetComponent <StateManager>(); hMove = GetComponent <HandleMovement_Player>(); states.isPlayer = true; states.Init(); hMove.Init(states, this); FixPlayerMeshes(); }