using System.Collections; using System.Collections.Generic; using UnityEngine; using Valheim; public class RandomIdelMachineBehaviour : StateMachineBehaviour { [HideInInspector] public int IdelIndex = -1; // OnStateEnter is called before OnStateEnter is called on any state inside this state machine // override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) // { // } // OnStateUpdate is called before OnStateUpdate is called on any state inside this state machine //override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) //{ // //} // // // OnStateExit is called before OnStateExit is called on any state inside this state machine // override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) // { // if (stateInfo.IsName("TakeDamage")) // { // animator.SetBool("TakeDamage", false); // } // } // OnStateMove is called before OnStateMove is called on any state inside this state machine //override public void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) //{ // //} // OnStateIK is called before OnStateIK is called on any state inside this state machine //override public void OnStateIK(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) //{ // //} // OnStateMachineEnter is called when entering a state machine via its Entry Node override public void OnStateMachineEnter(Animator animator, int stateMachinePathHash) { if (IdelIndex == -1) { int length = 2; IdelIndex = Random.Range(0, length); } animator.SetInteger("randomIdelIndex", IdelIndex); } // OnStateMachineExit is called when exiting a state machine via its Exit Node // override public void OnStateMachineExit(Animator animator, int stateMachinePathHash) // { // } }