using System.Collections; using System.Collections.Generic; using UnityEngine; public class ClipSelector : 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) { if (Input.GetKeyDown(KeyCode.RightArrow)) { animator.SetTrigger("NextClip"); } if (Input.GetKeyDown(KeyCode.LeftArrow)) { animator.SetTrigger("PreviousClip"); } if (Input.GetKeyDown(KeyCode.UpArrow)) { animator.SetTrigger("Walk"); } if (Input.GetKeyDown(KeyCode.DownArrow)) { animator.SetTrigger("Lunge"); } } // 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() //override public void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) //{ // // Implement code that processes and affects root motion //} // OnStateIK is called right after Animator.OnAnimatorIK() //override public void OnStateIK(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) //{ // // Implement code that sets up animation IK (inverse kinematics) //} }