using System.Collections; using System.Collections.Generic; using UnityEngine; public class EnemyAnimatorStateAttack : StateMachineBehaviour { // 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) // { // animator.gameObject.GetComponent().SetState(EnemyState.Trace); // } }