1 using System.Collections;
2 using System.Collections.Generic;
5 public class BossMovement : StateMachineBehaviour
9 // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
10 override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
12 fp = animator.GetComponent<FollowPlayer>();
15 // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
16 override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
18 if (fp.distToPlayer < fp.agroRange - 20)
20 animator.SetTrigger("Attack");
24 // OnStateExit is called when a transition ends and the state machine finishes evaluating this state
25 override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
27 animator.ResetTrigger("Attack");