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-
- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- public class MonsterSMB_Hit : StateMachineBehaviour
- {
- GameObject m_MonsterAdon;
- // 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_MonsterAdon = animator.transform.parent.gameObject;
- m_MonsterAdon.SendMessage("MSB_Hit_Enter");
- }
- // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
- override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
- {
- //m_Mob01_WarriorAdon.OnHit_Update(stateInfo);
- m_MonsterAdon.SendMessage("MSB_Hit_Update",stateInfo);
- }
- // 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_MonsterAdon.SendMessage("MSB_Hit_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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