Files
valheim/Assets/_Valheim/Scripts/EnemyAnimatorMachineBehaviour/TakeDamageMachine.cs
2025-07-04 14:16:14 +08:00

39 lines
1.4 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Valheim;
public class TakeDamageMachine : 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)
{
// animator.SetBool("TakeDamage", true);
}
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
// override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
// {
// // 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)
{
// animator.SetBool("TakeDamage", 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)
//}
}