HeroSMB_Idle.cs 2.3 KB

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  1. using AdonFramework;
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. using UnityEngine;
  5. public class HeroSMB_Idle : StateMachineBehaviour
  6. {
  7. public Animator m_Animator;
  8. public AnimatorStateInfo m_StateInfo;
  9. public int m_LayerIndex;
  10. //PlayerController m_PlayerController;
  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_Idle_Enter", this);
  18. //m_PlayerController = animator.GetComponent<PlayerController>();
  19. //if (m_PlayerController == null)
  20. //{
  21. // m_PlayerController = animator.transform.parent.GetComponent<PlayerController>();
  22. //}
  23. //m_PlayerController.MSB_Idle_Enter();
  24. }
  25. // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
  26. override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
  27. {
  28. m_Animator = animator;
  29. m_StateInfo = stateInfo;
  30. m_LayerIndex = layerIndex;
  31. EventCenter.Instance.EventTrigger("MSB_Idle_Update", this);
  32. //m_PlayerController.MSB_Idle_Update();
  33. }
  34. // OnStateExit is called when a transition ends and the state machine finishes evaluating this state
  35. override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
  36. {
  37. m_Animator = animator;
  38. m_StateInfo = stateInfo;
  39. m_LayerIndex = layerIndex;
  40. EventCenter.Instance.EventTrigger("MSB_Idle_Exit", this);
  41. //m_PlayerController.MSB_Idle_Exit();
  42. }
  43. // OnStateMove is called right after Animator.OnAnimatorMove()
  44. //override public void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
  45. //{
  46. // // Implement code that processes and affects root motion
  47. //}
  48. // OnStateIK is called right after Animator.OnAnimatorIK()
  49. //override public void OnStateIK(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
  50. //{
  51. // // Implement code that sets up animation IK (inverse kinematics)
  52. //}
  53. }