38 lines
1.5 KiB
C#
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)
|
|
//}
|
|
}
|