AkiraPixelWind/Assets/Scripts/Main/AnimeScript/InAttack.cs

38 lines
1.5 KiB
C#

using Game;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class InAttack : StateMachineBehaviour
{
public float CanSkipTime = 0.8f;
// 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)
{
AppEntry.Event.Fire(null, MainPlayerInAttackEventArgs.Create(true));
}
// 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)
{
AppEntry.Event.Fire(null, MainPlayerInAttackEventArgs.Create(false));
}
// 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)
//}
}