//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) { ThirdMovement ThirdMovement = animator.GetComponent <ThirdMovement>(); ThirdMovement.CanJump = false; ThirdMovement.CanAttack = false; }
void Start() { ThirdMovement = GetComponent <ThirdMovement>(); anim = GetComponentInChildren <Animator>(); playerStatus = GetComponentInParent <PlayerStatus>(); PointAtk = PointAttack.GetComponentInChildren <ParticleSystem>(); PointAtk.Stop(); }
// 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) { ThirdMovement = animator.GetComponent <ThirdMovement>(); playerCombat = animator.GetComponent <PlayerCombat>(); ThirdMovement.CanRotation = false; ThirdMovement.isAttack = true; animator.SetBool("Combo", false); playerCombat.OnCombo(); }
// 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) { ThirdMovement = animator.GetComponent <ThirdMovement>(); playerCombat = animator.GetComponent <PlayerCombat>(); playerCombat.UseMana(); //ThirdMovement.AddImpact(ThirdMovement.transform.forward, Addforce); ThirdMovement.CanRotation = false; ThirdMovement.isAttack = true; animator.SetBool("Combo", false); }
private void Awake() { thirdMovement = FindObjectOfType <ThirdMovement>(); }
// Start is called before the first frame update void Start() { thirdMovement = GetComponentInChildren <ThirdMovement>(); }