// 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)
 {
     enemy = animator.GetComponent <enemyController>();
     enemy.RunPatrolWait();
     enemy.RunFlipWait();
     if (enemy.isFlyer == true)
     {
         enemy.SetGravity(0f);
     }
 }
示例#2
0
    //public bool startRoof;

    // 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)
    {
        enemy = animator.GetComponent <enemyController>();
        if (enemy.startOnRoof == false)
        {
            enemy.SetGravity(1f);
            enemy.RunIdleWait();
            enemy.RunFlipWait();
        }
        else
        {
            enemy.SetGravity(-1f);
        }
    }