Degulleo3D/Assets/JAY/Scripts/AnimatorState/PlayerAnimatorStateAttack.cs

51 lines
1.9 KiB
C#

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<PlayerController>().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<PlayerController>().SetState(PlayerState.Idle);
// }
}