public override void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { base.OnStateUpdate(animator, stateInfo, layerIndex); RoleController.gameObject.layer = LayerMask.NameToLayer("Default"); if (RoleController.Joystick.y == 0) { animator.speed = 0f; animator.StopRecording(); } else if (RoleController.Joystick.y > 0) { RoleController.SkeletonAnimator.SetBackwards(false); animator.speed = 1f; //stateInfo.speed = 1f; RoleController.Move(speed * Time.deltaTime); } else { RoleController.SkeletonAnimator.SetBackwards(true); animator.speed = 1f; RoleController.Move(speede * Time.deltaTime); } }
public static void MoveTo(this RoleController target, Vector3 pos) { Vector3 offset = pos - target.gameObject.transform.position; target.Move(offset); }