// 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) { base.OnStateEnter(animator, stateInfo, layerIndex); m_ToothyAIBossController = m_AIBossController.GetComponent <ToothyAIBossController>(); m_ToothyAIBossController.RotateTowards(m_Player.transform); m_ToothyAIBossController.transform.LookAt(m_Player.transform); }
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { base.OnStateUpdate(animator, stateInfo, layerIndex); if (stateInfo.normalizedTime < .1f) { m_ToothyAIBossController.RotateTowards(m_Player.transform); } }
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { base.OnStateUpdate(animator, stateInfo, layerIndex); m_ToothyAIBossController.RotateTowards(m_Player.transform); // m_ToothyAIBossController.transform.LookAt(m_Player.transform); }