MonsterSMB_Attack.cs 1.6 KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. public class MonsterSMB_Attack : StateMachineBehaviour
  5. {
  6. GameObject m_MonsterAdon;
  7. // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
  8. override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
  9. {
  10. m_MonsterAdon = animator.transform.parent.gameObject;
  11. m_MonsterAdon.SendMessage("MSB_Attack_Enter");
  12. }
  13. // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
  14. override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
  15. {
  16. //m_Mob01_WarriorAdon.OnHit_Update(stateInfo);
  17. m_MonsterAdon.SendMessage("MSB_Attack_Update",stateInfo);
  18. }
  19. // OnStateExit is called when a transition ends and the state machine finishes evaluating this state
  20. override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
  21. {
  22. m_MonsterAdon.SendMessage("MSB_Attack_Exit");
  23. }
  24. // OnStateMove is called right after Animator.OnAnimatorMove()
  25. //override public void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
  26. //{
  27. // // Implement code that processes and affects root motion
  28. //}
  29. // OnStateIK is called right after Animator.OnAnimatorIK()
  30. //override public void OnStateIK(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
  31. //{
  32. // // Implement code that sets up animation IK (inverse kinematics)
  33. //}
  34. }