using System.Collections; using System.Collections.Generic; using UnityEngine; namespace SS { public class UIStateBehaviour : StateMachineBehaviour { private UIEntity entity; private UIEntity GetPlayer(Animator animator) { if (entity == null) entity = animator.GetComponentInParent(); return entity; } // 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) { var entity = GetPlayer(animator); if (entity) { entity.OnEnterAnimatorState(stateInfo, layerIndex); } } // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { var entity = GetPlayer(animator); if (entity) { entity.OnUpdateAnimatorState(stateInfo, 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) { var entity = GetPlayer(animator); if (entity) { entity.OnExitAnimatorState(stateInfo, layerIndex); } } // 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) //} } }