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ResetWinningText.cs
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ResetWinningText.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ResetWinningText : StateMachineBehaviour
{
private GameState gameState;
private UI ui;
private void Awake()
{
gameState = GameObject.FindGameObjectWithTag("Game State").GetComponent<GameState>();
ui = GameObject.FindGameObjectWithTag("UI").GetComponent<UI>();
}
// 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)
{
ui.ResetWinningText();
gameState.SetTrigger("Resetted Winning Text");
}
// 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)
//{
//
//}
// 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)
//}
}