public override void OnExit(StatewithEffect stateEffect, Animator animator, AnimatorStateInfo stateInfo) { if (!stateEffect.CharacterControl.VFXHold.isPaused) { stateEffect.CharacterControl.VFXHold.Pause(true); stateEffect.CharacterControl.VFXHold.Clear(); WeaponObject weaponObject = stateEffect.CharacterControl.gameObject.GetComponentInChildren <WeaponObject> (); weaponObject.ToggleWeaponMaterial(); } }
public override void UpdateEffect(StatewithEffect stateEffect, Animator animator, AnimatorStateInfo stateInfo) { //if (stateInfo.normalizedTime > TurnOnVFXTiming && stateInfo.normalizedTime <= TurnOffVFXTiming && stateEffect.CharacterControl.VFXHold.isPaused) { if (stateInfo.normalizedTime > TurnOnVFXTiming && stateEffect.CharacterControl.VFXHold.isPaused) { stateEffect.CharacterControl.VFXHold.Play(true); WeaponObject weaponObject = stateEffect.CharacterControl.gameObject.GetComponentInChildren <WeaponObject> (); weaponObject.ToggleWeaponMaterial(); } /* * if (stateInfo.normalizedTime > TurnOffVFXTiming && !stateEffect.CharacterControl.VFXHold.isPaused) { * stateEffect.CharacterControl.VFXHold.Pause(true); * stateEffect.CharacterControl.VFXHold.Clear(); * } */ }