using System.Collections; using System.Collections.Generic; using UnityEngine; public class MouseGardener : StateMachineBehaviour { PowerUps powerUps; // 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) { powerUps = 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(powerUps.mouseIsGardener == true) { animator.SetBool("gardener", true); } else { animator.SetBool("gardener", 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) { } }