/// <summary>Called on Awake</summary> public virtual void AwakeState() { MainTagHash = Animator.StringToHash(ID.name); //Store the Main Tag at Awake LastStatePendingExit = false; foreach (var mod in TagModifiers) { mod.TagHash = Animator.StringToHash(mod.AnimationTag); //Convert all the Tags to HashTags } SpeedSet = null; foreach (var set in animal.speedSets) //Find if this state has a Speed Set { if (set.states.Contains(ID)) { SpeedSet = set; break; } } EnterExitEvent = animal.OnEnterExitStates.Find(st => st.ID == ID); InputValue = false; IgnoreLowerStates = false; IsPersistent = false; IsPending = false; OnQueue = false; IsActiveState = false; }
/// <summary>Called on Awake</summary> public virtual void AwakeState() { MainTagHash = Animator.StringToHash(ID.name); //Store the Main Tag at Awake foreach (var mod in TagModifiers) { mod.TagHash = Animator.StringToHash(mod.AnimationTag); //Convert all the Tags to HashTags } SpeedSet = null; foreach (var set in animal.speedSets) //Find if this state has a Speed Set { if (set.states.Contains(ID)) { SpeedSet = set; break; } } EnterExitEvent = animal.OnEnterExitStates.Find(st => st.ID == ID); ExitState(); //Reset all the values to their default IMPORTANT }