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- using AdonFramework;
- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- public class HeroSMB_Idle : 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)
- {
- m_Animator = animator;
- m_StateInfo = stateInfo;
- m_LayerIndex = layerIndex;
- EventCenter.Instance.EventTrigger("MSB_Idle_Enter", this);
- //m_PlayerController = animator.GetComponent<PlayerController>();
- //if (m_PlayerController == null)
- //{
- // m_PlayerController = animator.transform.parent.GetComponent<PlayerController>();
- //}
- //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_Idle_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_Idle_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)
- //}
- }
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