using System.Collections; using System.Collections.Generic; using UnityEngine; public class Hiding : StateMachineBehaviour { BossCollision bossCollision; // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { bossCollision = animator.GetComponent(); } // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if(bossCollision.invulnerable) { animator.SetBool("isHiding", true); } else { animator.SetBool("isHiding", false); } } // 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.SetBool("isHiding", false); bossCollision.invulnerable = false; } }