Files
valheim/Assets/AttackEndMachine.cs
2025-07-04 14:16:14 +08:00

47 lines
1.6 KiB
C#

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)
//}
}