#pragma strict
public class AttackBehaviour extends StateMachineBehaviour {
public var particle;
public var radius;
public var power;
protected var clone;
public override function OnStateEnter(animator, stateInfo, layerIndex) {
clone = Instantiate(particle, animator.rootPosition, Quaternion.identity) as GameObject;
var rb = clone.GetComponent.<Rigidbody>();
rb.AddExplosionForce(power, animator.rootPosition, radius, 3.0f);
}
public override function OnStateExit(animator, stateInfo, layerIndex) {
Destroy(clone);
}
public override function OnStateUpdate(animator, stateInfo, layerIndex) {
Debug.Log("On Attack Update ");
}
public override function OnStateMove(animator, stateInfo, layerIndex) {
Debug.Log("On Attack Move ");
}
public override function OnStateIK(animator, stateInfo, layerIndex) {
Debug.Log("On Attack IK ");
}
}
using UnityEngine;
public class AttackBehaviour : StateMachineBehaviour
{
public GameObject particle;
public float radius;
public float power;
protected GameObject clone;
override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
clone = Instantiate(particle, animator.rootPosition, Quaternion.identity) as GameObject;
var rb = clone.GetComponent<Rigidbody>();
rb.AddExplosionForce(power, animator.rootPosition, radius, 3.0f);
}
override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
Destroy(clone);
}
override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
Debug.Log("On Attack Update ");
}
override public void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
Debug.Log("On Attack Move ");
}
override public void OnStateIK(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
Debug.Log("On Attack IK ");
}
}