HeroSMB_Move.cs 1.9 KB

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  1. using AdonFramework;
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. using UnityEngine;
  5. public class HeroSMB_Move: 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_Move_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_Move_Update", this);
  26. }
  27. // OnStateExit is called when a transition ends and the state machine finishes evaluating this state
  28. override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
  29. {
  30. m_Animator = animator;
  31. m_StateInfo = stateInfo;
  32. m_LayerIndex = layerIndex;
  33. EventCenter.Instance.EventTrigger("MSB_Move_Exit", this);
  34. }
  35. // OnStateMove is called right after Animator.OnAnimatorMove()
  36. //override public void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
  37. //{
  38. // // Implement code that processes and affects root motion
  39. //}
  40. // OnStateIK is called right after Animator.OnAnimatorIK()
  41. //override public void OnStateIK(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
  42. //{
  43. // // Implement code that sets up animation IK (inverse kinematics)
  44. //}
  45. }