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36 行
833 B

using UnityEngine;
using UnityEngine.Serialization;
namespace AxelF {
public sealed class AudioAnimEvent : StateMachineBehaviour {
[FormerlySerializedAs("asset")]
public Patch patch;
[Range(0, 30)] public float delay;
public Vector3 offset = Vector3.up;
uint handle;
public void KeyOn(Animator a) {
bool looping;
handle = Synthesizer.KeyOn(out looping, patch, a.transform, offset, delay);
}
public void KeyOff() {
if (handle != 0) {
Synthesizer.KeyOff(handle);
handle = 0;
}
}
public override void OnStateEnter(Animator animator, AnimatorStateInfo info, int layer) {
KeyOn(animator);
}
public override void OnStateExit(Animator animator, AnimatorStateInfo info, int layer) {
KeyOff();
}
}
} // AxelF