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TheVengeance-Project-IADE-Unity2D / Assets / Scripts / NPC / Orc / AnimationsBehaviour / HurtOrcStateBehaviour.cs
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)
    //}
}