HeroSMB_Attack.cs 2.0 KB

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  1. using AdonFramework;
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. using UnityEngine;
  5. public class HeroSMB_Attack: StateMachineBehaviour
  6. {
  7. public int attackID;
  8. public Animator m_Animator;
  9. public AnimatorStateInfo m_StateInfo;
  10. public int m_LayerIndex;
  11. // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
  12. override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
  13. {
  14. m_Animator = animator;
  15. m_StateInfo = stateInfo;
  16. m_LayerIndex = layerIndex;
  17. EventCenter.Instance.EventTrigger("MSB_Attack_Enter", this);
  18. }
  19. // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
  20. override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
  21. {
  22. m_Animator = animator;
  23. m_StateInfo = stateInfo;
  24. m_LayerIndex = layerIndex;
  25. EventCenter.Instance.EventTrigger("MSB_Attack_Update", this);
  26. //m_PlayerController.MSB_Attack_Update(stateInfo);
  27. }
  28. // OnStateExit is called when a transition ends and the state machine finishes evaluating this state
  29. override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
  30. {
  31. m_Animator = animator;
  32. m_StateInfo = stateInfo;
  33. m_LayerIndex = layerIndex;
  34. EventCenter.Instance.EventTrigger("MSB_Attack_Exit", this);
  35. }
  36. // OnStateMove is called right after Animator.OnAnimatorMove()
  37. //override public void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
  38. //{
  39. // // Implement code that processes and affects root motion
  40. //}
  41. // OnStateIK is called right after Animator.OnAnimatorIK()
  42. //override public void OnStateIK(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
  43. //{
  44. // // Implement code that sets up animation IK (inverse kinematics)
  45. //}
  46. }