using System.Collections; using System.Collections.Generic; using UnityEngine; public class MonsterSMB_Move : StateMachineBehaviour { GameObject m_MonsterAdon; // 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) { m_MonsterAdon = animator.transform.parent.gameObject; m_MonsterAdon.SendMessage("MSB_Move_Enter"); } // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { //m_Mob01_WarriorAdon.OnHit_Update(stateInfo); m_MonsterAdon.SendMessage("MSB_Move_Update",stateInfo); } // 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_MonsterAdon.SendMessage("MSB_Move_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) //} }