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49 lines
2.1 KiB
49 lines
2.1 KiB
3 years ago
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using UnityEngine;
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using System.Collections;
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public class Show_HideBtn : StateMachineBehaviour {
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// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
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//override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
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//
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//}
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// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
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//override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
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//
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//}
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// OnStateExit is called when a transition ends and the state machine finishes evaluating this state
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//override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
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//
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//}
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// OnStateMove is called right after Animator.OnAnimatorMove(). Code that processes and affects root motion should be implemented here
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//override public void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
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//
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//}
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// OnStateIK is called right after Animator.OnAnimatorIK(). Code that sets up animation IK (inverse kinematics) should be implemented here.
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//override public void OnStateIK(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
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//
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//}
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//override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
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//{
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// var qi = GameObject.FindWithTag("Canvas").transform.FindChild("QuestionIntroPanel");
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// qi.FindChild("ShowButton").gameObject.SetActive(false);
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// qi.FindChild("HideButton").gameObject.SetActive(true);
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// animator.SetInteger("state", (int)BtnState.Idle);
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//}
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override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
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{
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if (stateInfo.normalizedTime > 0.9f)
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{
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var qi = GameObject.FindWithTag("Canvas").transform.Find("QuestionIntroPanel");
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qi.Find("ShowButton").gameObject.SetActive(false);
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qi.Find("HideButton").gameObject.SetActive(true);
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animator.SetInteger("state", (int)BtnState.Idle);
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}
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}
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}
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