// 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) { // //} // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { // Get the bin puppeteer first, bin_controller bin = animator.gameObject.transform.root.GetComponent <bin_controller> (); //Debug.Log ("Get Lid: " + bin.getLid()); // Then set the frame to the bin's lid variable (0-1) animator.Play( stateInfo.fullPathHash, -1, bin.getLid()); }
// 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) { // //} // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { // // Random blinking int blinkFrequency = 250; // bigger number = fewer blinks if (Random.Range(0, blinkFrequency) <= 1) { animator.SetTrigger("blinkTrigger"); } // chenge expression to match current mood // These bins have like 8 levels of grumpy 2 neutral and 1 happy //if (animator != null && // animator.gameObject != null) //{ bin_controller bin = animator.gameObject.transform.root.GetComponent <bin_controller> (); //Debug.Log ("mood: " + bin.getMood () / 11f); animator.Play(stateInfo.fullPathHash, -1, bin.getMood() / 11f); //} }