67 lines
2.1 KiB
C#
67 lines
2.1 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class SetBooleanBehaviour : StateMachineBehaviour
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{
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public string boolName;
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public bool updateOnState;
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public bool updateOnStateMachine;
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public bool valueOnEnter, valueOnExit;
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// OnStateEnter is called before OnStateEnter is called on any state inside this state machine
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override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
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{
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if (updateOnState)
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{
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animator.SetBool(boolName, valueOnEnter);
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}
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}
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// OnStateUpdate is called before OnStateUpdate is called on any state inside this state machine
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//override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
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//{
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//
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//}
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// OnStateExit is called before OnStateExit is called on any state inside this state machine
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override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
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{
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if (updateOnState)
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{
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animator.SetBool(boolName, valueOnExit);
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}
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}
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// OnStateMove is called before OnStateMove is called on any state inside this state machine
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//override public void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
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//{
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//
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//}
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// OnStateIK is called before OnStateIK is called on any state inside this state machine
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//override public void OnStateIK(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
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//{
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//
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//}
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// OnStateMachineEnter is called when entering a state machine via its Entry Node
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override public void OnStateMachineEnter(Animator animator, int stateMachinePathHash)
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{
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if (updateOnStateMachine)
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{
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animator.SetBool(boolName, valueOnEnter);
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}
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}
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// OnStateMachineExit is called when exiting a state machine via its Exit Node
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override public void OnStateMachineExit(Animator animator, int stateMachinePathHash)
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{
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if (updateOnStateMachine)
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{
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animator.SetBool(boolName, valueOnExit);
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}
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}
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}
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