BITFALL/Assets/Plugins/Character Controller Pro/Demo/Scripts/States/InputBasedBehaviour.cs

34 lines
978 B
C#

using System.Collections.Generic;
using UnityEngine;
using Lightbug.CharacterControllerPro.Core;
using Lightbug.CharacterControllerPro.Implementation;
using Lightbug.Utilities;
namespace Lightbug.CharacterControllerPro.Demo
{
public class InputBasedBehaviour : StateMachineBehaviour
{
CharacterBrain brain;
[SerializeField]
string trigger = "";
[SerializeField]
Vector2 movementValue = Vector2.zero;
public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
if (brain == null)
brain = animator.GetComponentInBranch<CharacterActor, CharacterBrain>();
}
public override void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
if (brain.CharacterActions.movement.value == movementValue)
{
animator.SetTrigger(trigger);
}
}
}
}