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BaseInformModular.cs
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40 lines (30 loc) · 1.5 KB
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BaseInformModular : StateMachineBehaviour {
public string Information = "Message to transmit";
public bool EnterExit = true;
// 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) {
Inform(animator, true);
}
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
//override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
//
//}
// OnStateExit is called when a transition ends and the state machine finishes evaluating this state
override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
Inform(animator, false);
}
// OnStateMove is called right after Animator.OnAnimatorMove(). Code that processes and affects root motion should be implemented here
//override public void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
//
//}
// OnStateIK is called right after Animator.OnAnimatorIK(). Code that sets up animation IK (inverse kinematics) should be implemented here.
// override public void OnStateIK(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
// }
void Inform(Animator animator, bool state)
{
animator.gameObject.GetComponent<BaseModular>().Inform(Information, state);
}
}