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30 lines
1.2 KiB
30 lines
1.2 KiB
using UnityEngine; |
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using System.Collections; |
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public class Idle : 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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}
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