using System.Collections; using System.Collections.Generic; using UnityEngine; public class AttackEndMachine : StateMachineBehaviour { // 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) //{ // //} // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { Debug.Log("1111111:" + stateInfo.length + "222222:" + stateInfo.normalizedTime); if (stateInfo.normalizedTime >= stateInfo.length) { animator.SetInteger("State", 0); } } // 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) { // if (stateInfo.IsName("AttackR")) // { // animator.SetInteger("State", 0); // } // } // 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) //} }