public override void Enter() { PlayerBehaviorStateMachine SM = (PlayerBehaviorStateMachine)GetStateMachine(); m_Animator = SM.m_GameObject.GetComponent <Animator>(); m_Animator.SetBool("Crouch", false); }
void OnDestroy() { // stop the state machine to ensure all the Exit() gets called if (m_PlayerSM != null) { m_PlayerSM.StopSM(); m_PlayerSM = null; } }
public override void Enter() { PlayerBehaviorStateMachine SM = (PlayerBehaviorStateMachine)GetStateMachine(); m_Animator = SM.m_GameObject.GetComponent <Animator>(); m_Animator.SetBool("OnGround", true); m_Animator.SetFloat("Jump", 0.0f); m_Animator.SetFloat("Turn", 0.0f, 0.1f, Time.deltaTime); m_Animator.applyRootMotion = false; }
public override void Enter() { PlayerBehaviorStateMachine SM = (PlayerBehaviorStateMachine)GetStateMachine(); SkinnedMeshRenderer[] renders = SM.m_GameObject.GetComponentsInChildren <SkinnedMeshRenderer>(); if (renders.Length != 0) { foreach (SkinnedMeshRenderer render in renders) { render.enabled = false; } } }
void Start () { // create the state machine and start it m_PlayerSM = new PlayerBehaviorStateMachine(this.gameObject); m_PlayerSM.StartSM(); }
void Start() { // create the state machine and start it m_PlayerSM = new PlayerBehaviorStateMachine(this.gameObject); m_PlayerSM.StartSM(); }