using Game; using System.Collections; using System.Collections.Generic; using UnityEngine; public enum E_JUMP_STEP { None, JumpUp, JumpFall } public class anime_JumpState : StateMachineBehaviour { public long RoleID = 0; public E_JUMP_STEP Step; // 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) { RoleID = animator.GetInteger("RoleID"); AppEntry.Event.Fire(null, MainPlayerJumpStateEventArgs.Create(RoleID, Step)); } // OnState}Update is called on each Update frame between OnStateEnter and OnStateExit callbacks override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { } // 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) { } // 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) //} }