2020-09-30 13:23:01 +01:00
|
|
|
|
using System.Collections;
|
|
|
|
|
using System.Collections.Generic;
|
|
|
|
|
using UnityEngine;
|
|
|
|
|
using Pink.Items;
|
|
|
|
|
|
2020-10-01 18:11:43 +01:00
|
|
|
|
namespace Pink.Items{
|
|
|
|
|
public class HideFruit : 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.gameObject.SetActive(false);
|
|
|
|
|
//}
|
2020-09-30 13:23:01 +01:00
|
|
|
|
|
2020-10-01 18:11:43 +01:00
|
|
|
|
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
|
|
|
|
|
//override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
|
|
|
|
|
//{
|
|
|
|
|
//
|
|
|
|
|
//}
|
2020-09-30 13:23:01 +01:00
|
|
|
|
|
2020-10-01 18:11:43 +01:00
|
|
|
|
// 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.gameObject.GetComponent<FruitController>().Collect();
|
|
|
|
|
}
|
2020-09-30 13:23:01 +01:00
|
|
|
|
|
2020-10-01 18:11:43 +01:00
|
|
|
|
// 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
|
|
|
|
|
//}
|
2020-09-30 13:23:01 +01:00
|
|
|
|
|
2020-10-01 18:11:43 +01:00
|
|
|
|
// 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)
|
|
|
|
|
//}
|
|
|
|
|
}
|
|
|
|
|
}
|