HeroSMB_Respawn.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_Respawn : 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. Debug.Log("OnStateEnter111111111");
  15. m_Animator = animator;
  16. m_StateInfo = stateInfo;
  17. m_LayerIndex = layerIndex;
  18. EventCenter.Instance.EventTrigger("MSB_Respawn_Enter", this);
  19. //m_PlayerController = animator.GetComponent<PlayerController>();
  20. //if (m_PlayerController == null)
  21. //{
  22. // m_PlayerController = animator.transform.parent.GetComponent<PlayerController>();
  23. //}
  24. //m_PlayerController.MSB_Idle_Enter();
  25. }
  26. // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
  27. override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
  28. {
  29. m_Animator = animator;
  30. m_StateInfo = stateInfo;
  31. m_LayerIndex = layerIndex;
  32. EventCenter.Instance.EventTrigger("MSB_Respawn_Update", this);
  33. //m_PlayerController.MSB_Idle_Update();
  34. }
  35. // OnStateExit is called when a transition ends and the state machine finishes evaluating this state
  36. override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
  37. {
  38. m_Animator = animator;
  39. m_StateInfo = stateInfo;
  40. m_LayerIndex = layerIndex;
  41. EventCenter.Instance.EventTrigger("MSB_Respawn_Exit", this);
  42. //m_PlayerController.MSB_Idle_Exit();
  43. }
  44. // OnStateMove is called right after Animator.OnAnimatorMove()
  45. //override public void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
  46. //{
  47. // // Implement code that processes and affects root motion
  48. //}
  49. // OnStateIK is called right after Animator.OnAnimatorIK()
  50. //override public void OnStateIK(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
  51. //{
  52. // // Implement code that sets up animation IK (inverse kinematics)
  53. //}
  54. }