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