using System.Collections; using System.Collections.Generic; using UnityEngine; public class HurtOrcStateBehaviour : StateMachineBehaviour { private OrcNPCController npc; [SerializeField] private string hurtSound; // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { npc = animator.gameObject.GetComponent<OrcNPCController>(); npc.IsHurt = true; AudioManager.Instance.Play(npc.AudioSource, hurtSound); } // 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) { npc.IsHurt = false; } // 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) //} }