示例#1
0
 private void AnimatorEnteredState(MecanimStateEnteredReporter stateReporter, SerializableStateReference state, StateTransitionTag tag)
 {
     if (_eventTrigger != StartingStateOrStateEntry.OnlyStartingState)
     {
         EnteredState(stateReporter, state, tag);
     }
 }
 void Reporter_EnteredState(MecanimStateEnteredReporter stateReporter, SerializableStateReference state, StateTransitionTag tag)
 {
     LastStateEntered = state;
     if (AnimatorEnteredState != null)
     {
         AnimatorEnteredState(stateReporter, state, tag);
     }
 }
示例#3
0
 private void EnteredState(MecanimStateEnteredReporter stateReporter, SerializableStateReference state, StateTransitionTag tag)
 {
     if (state.Name == _stateName)
     {
         _eventCR = StartCoroutine(InvokeEvent());
     }
     else if (_eventCR != null)
     {
         StopCoroutine(_eventCR);
         _eventCR = null;
     }
 }
 private void EnteredState(MecanimStateEnteredReporter stateReporter, SerializableStateReference state, StateTransitionTag tag)
 {
     StopDelayedParameterChanges();
     foreach (var binding in _stateBindings)
     {
         if (binding.StateEntered.Guid == state.Guid)
         {
             if (!binding.IsDelayed)
             {
                 Receiver.SetParameter(binding.Parameter);
             }
             else if (gameObject.activeInHierarchy)
             {
                 _delayedParameterSets.Add(StartCoroutine(SetParameterAfterDelay(binding.DelayTime, binding.Parameter)));
             }
         }
     }
 }
 void Broadcaster_AnimatorStateEntered(MecanimStateEnteredReporter stateReporter, SerializableStateReference state, StateTransitionTag tag)
 {
     EnteredState(stateReporter, state, tag);
 }