Retorna todos los StateMachineBehaviour que coincidan con tipo T
o se derivan de T
. Retorna null si no se encuentra alguno.
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; } }