using UnityEngine; using System.Collections; public class Show_HideBtn : 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) { // //} // 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(). Code that processes and affects root motion should be implemented here //override public void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { // //} // OnStateIK is called right after Animator.OnAnimatorIK(). Code that sets up animation IK (inverse kinematics) should be implemented here. //override public void OnStateIK(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { // //} //override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) //{ // var qi = GameObject.FindWithTag("Canvas").transform.FindChild("QuestionIntroPanel"); // qi.FindChild("ShowButton").gameObject.SetActive(false); // qi.FindChild("HideButton").gameObject.SetActive(true); // animator.SetInteger("state", (int)BtnState.Idle); //} override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (stateInfo.normalizedTime > 0.9f) { var qi = GameObject.FindWithTag("Canvas").transform.Find("QuestionIntroPanel"); qi.Find("ShowButton").gameObject.SetActive(false); qi.Find("HideButton").gameObject.SetActive(true); animator.SetInteger("state", (int)BtnState.Idle); } } }