天津23维预案
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using UnityEngine;
using System.Collections;
public class Show_ShowBtn : 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(true);
// qi.FindChild("HideButton").gameObject.SetActive(false);
// 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(true);
qi.Find("HideButton").gameObject.SetActive(false);
animator.SetInteger("state", (int)BtnState.Idle);
}
}
}