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CloseReturns all StateMachineBehaviour that match type T
or are derived from T
. Returns null if none are found.
using UnityEngine; using System.Collections;
// An example StateMachineBehaviour. public class BreathBehaviour : StateMachineBehaviour { public bool fastBreath;
// OnStateUpdate is called at each Update frame between OnStateEnter and OnStateExit callback override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { animator.SetBool("FastBreath", fastBreath); } }
public class RunBehaviour : StateMachineBehaviour { // OnStateUpdate is called at each Update frame between OnStateEnter and OnStateExit callback override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { BreathBehaviour[] breathBehaviours = animator.GetBehaviours<BreathBehaviour>(); for (int i = 0; i < breathBehaviours.Length; i++) breathBehaviours[i].fastBreath = true; } }