86 lines
2.9 KiB
C#
86 lines
2.9 KiB
C#
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class animatorTriggerEvent : StateMachineBehaviour
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{
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[Header ("Main Settings")]
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[Space]
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public bool eventEnabled = true;
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public bool eventOnEnterEnabled = true;
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public bool eventOnExitEnabled;
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[Space]
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public string eventMessage;
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[Space]
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public bool useMessageParameter = true;
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public string eventMessageParameter;
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[Space]
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[Header ("Remote Animator Trigger Event Settings")]
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[Space]
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public bool useRemoteAnimatorTriggerEventSystem;
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public string RemoteAnimatorTriggerEventName;
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// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
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public override void OnStateEnter (Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
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{
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if (eventEnabled && eventOnEnterEnabled) {
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if (useRemoteAnimatorTriggerEventSystem) {
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remoteAnimatorEventTriggerSystem currentRemoteAnimatorEventTriggerSystem = animator.GetComponent<remoteAnimatorEventTriggerSystem> ();
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if (currentRemoteAnimatorEventTriggerSystem != null) {
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currentRemoteAnimatorEventTriggerSystem.callRemoteEvent (RemoteAnimatorTriggerEventName);
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}
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} else {
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if (useMessageParameter) {
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animator.SendMessage (eventMessage, eventMessageParameter, SendMessageOptions.DontRequireReceiver);
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} else {
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animator.SendMessage (eventMessage, SendMessageOptions.DontRequireReceiver);
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}
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}
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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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public override void OnStateExit (Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
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{
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if (eventEnabled && eventOnExitEnabled) {
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if (useRemoteAnimatorTriggerEventSystem) {
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remoteAnimatorEventTriggerSystem currentRemoteAnimatorEventTriggerSystem = animator.GetComponent<remoteAnimatorEventTriggerSystem> ();
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if (currentRemoteAnimatorEventTriggerSystem != null) {
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currentRemoteAnimatorEventTriggerSystem.callRemoteEvent (RemoteAnimatorTriggerEventName);
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}
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} else {
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if (useMessageParameter) {
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animator.SendMessage (eventMessage, eventMessageParameter, SendMessageOptions.DontRequireReceiver);
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} else {
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animator.SendMessage (eventMessage, SendMessageOptions.DontRequireReceiver);
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}
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}
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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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// 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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