using AdonFramework; using System.Collections; using System.Collections.Generic; using UnityEngine; public class HeroSMB_Respawn : StateMachineBehaviour { public Animator m_Animator; public AnimatorStateInfo m_StateInfo; public int m_LayerIndex; //PlayerController m_PlayerController; // 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) { Debug.Log("OnStateEnter111111111"); m_Animator = animator; m_StateInfo = stateInfo; m_LayerIndex = layerIndex; EventCenter.Instance.EventTrigger("MSB_Respawn_Enter", this); //m_PlayerController = animator.GetComponent(); //if (m_PlayerController == null) //{ // m_PlayerController = animator.transform.parent.GetComponent(); //} //m_PlayerController.MSB_Idle_Enter(); } // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { m_Animator = animator; m_StateInfo = stateInfo; m_LayerIndex = layerIndex; EventCenter.Instance.EventTrigger("MSB_Respawn_Update", this); //m_PlayerController.MSB_Idle_Update(); } // 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) { m_Animator = animator; m_StateInfo = stateInfo; m_LayerIndex = layerIndex; EventCenter.Instance.EventTrigger("MSB_Respawn_Exit", this); //m_PlayerController.MSB_Idle_Exit(); } // OnStateMove is called right after Animator.OnAnimatorMove() //override public void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) //{ // // Implement code that processes and affects root motion //} // OnStateIK is called right after Animator.OnAnimatorIK() //override public void OnStateIK(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) //{ // // Implement code that sets up animation IK (inverse kinematics) //} }