64 lines
2.1 KiB
C#
64 lines
2.1 KiB
C#
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
|
|
public class SetFloatBehaviour : StateMachineBehaviour
|
|
{
|
|
public string floatName;
|
|
public bool updateOnStateEnter, updateOnStateExit;
|
|
public bool updateOnStateMachineEnter, updateOnStateMachineExit;
|
|
public float valueOnEnter, valueOnExit;
|
|
|
|
// 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)
|
|
{
|
|
if(updateOnStateEnter)
|
|
{
|
|
animator.SetFloat(floatName, valueOnEnter);
|
|
}
|
|
}
|
|
|
|
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
|
|
//override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
|
|
//{
|
|
//
|
|
//}
|
|
|
|
// 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 (updateOnStateExit)
|
|
{
|
|
animator.SetFloat(floatName, valueOnExit);
|
|
}
|
|
}
|
|
|
|
// 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)
|
|
//}
|
|
|
|
public override void OnStateMachineEnter(Animator animator, int stateMachinePathHash)
|
|
{
|
|
if (updateOnStateMachineEnter)
|
|
{
|
|
animator.SetFloat(floatName, valueOnEnter);
|
|
}
|
|
}
|
|
|
|
public override void OnStateMachineExit(Animator animator, int stateMachinePathHash)
|
|
{
|
|
if (updateOnStateMachineExit)
|
|
{
|
|
animator.SetFloat(floatName, valueOnExit);
|
|
}
|
|
}
|
|
}
|