using System.Collections; using System.Collections.Generic; using UnityEngine; public class PlayerAnimatorStateAttack : StateMachineBehaviour { // OnStateEnter is called before OnStateEnter is called on any state inside this state machine //override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) //{ // //} // OnStateUpdate is called before OnStateUpdate is called on any state inside this state machine //override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) //{ // //} // OnStateExit is called before OnStateExit is called on any state inside this state machine // override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) // { // animator.gameObject.GetComponent().SetState(PlayerState.Idle); // } // OnStateMove is called before OnStateMove is called on any state inside this state machine //override public void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) //{ // //} // OnStateIK is called before OnStateIK is called on any state inside this state machine //override public void OnStateIK(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) //{ // //} // OnStateMachineEnter is called when entering a state machine via its Entry Node //override public void OnStateMachineEnter(Animator animator, int stateMachinePathHash) //{ // //} // OnStateMachineExit is called when exiting a state machine via its Exit Node // override public void OnStateMachineExit(Animator animator, int stateMachinePathHash) // { // Debug.Log("스테이트머신 콤보끝?"); // animator.gameObject.GetComponent().SetState(PlayerState.Idle); // } }