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FueraDeEscala/Assets/Game Kit Controller/Scripts/Others/animatorTriggerEnterExitEvent.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class animatorTriggerEnterExitEvent : StateMachineBehaviour
{
[Header ("Main Settings")]
[Space]
public bool eventEnabled = true;
public bool eventEnterEnabled = true;
public bool eventExitEnabled = true;
[Space]
[Space]
public string enterEventMessage;
public string enterEventMessageParameter;
[Space]
[Space]
public string exitEventMessage;
public string exitEventMessageParameter;
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
public override void OnStateEnter (Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
if (eventEnabled && eventEnterEnabled) {
animator.SendMessage (enterEventMessage, enterEventMessageParameter, SendMessageOptions.DontRequireReceiver);
}
}
// OnStateExit is called when a transition ends and the state machine finishes evaluating this state
public override void OnStateExit (Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
if (eventEnabled && eventExitEnabled) {
animator.SendMessage (exitEventMessage, exitEventMessageParameter, SendMessageOptions.DontRequireReceiver);
}
}
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
// override public void OnStateUpdate (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) {
//
//}
}