MonsterSMB_Move.cs 1.6 KB

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  1. 
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. using UnityEngine;
  5. public class MonsterSMB_Move : StateMachineBehaviour
  6. {
  7. GameObject m_MonsterAdon;
  8. // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
  9. override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
  10. {
  11. m_MonsterAdon = animator.transform.parent.gameObject;
  12. m_MonsterAdon.SendMessage("MSB_Move_Enter");
  13. }
  14. // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
  15. override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
  16. {
  17. //m_Mob01_WarriorAdon.OnHit_Update(stateInfo);
  18. m_MonsterAdon.SendMessage("MSB_Move_Update",stateInfo);
  19. }
  20. // OnStateExit is called when a transition ends and the state machine finishes evaluating this state
  21. override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
  22. {
  23. m_MonsterAdon.SendMessage("MSB_Move_Exit");
  24. }
  25. // OnStateMove is called right after Animator.OnAnimatorMove()
  26. //override public void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
  27. //{
  28. // // Implement code that processes and affects root motion
  29. //}
  30. // OnStateIK is called right after Animator.OnAnimatorIK()
  31. //override public void OnStateIK(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
  32. //{
  33. // // Implement code that sets up animation IK (inverse kinematics)
  34. //}
  35. }