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Copy path11-C# Script__Unity__StateMachineBehaviour-NewSubStateMachineBehaviourScript.cs.txt
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11-C# Script__Unity__StateMachineBehaviour-NewSubStateMachineBehaviourScript.cs.txt
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50 lines (43 loc) · 1.74 KB
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
#ROOTNAMESPACEBEGIN#
public class #SCRIPTNAME# : StateMachineBehaviour
{
// OnStateEnter is called before OnStateEnter is called on any state inside this state machine
//override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
//{
// #NOTRIM#
//}
// OnStateUpdate is called before OnStateUpdate is called on any state inside this state machine
//override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
//{
// #NOTRIM#
//}
// OnStateExit is called before OnStateExit is called on any state inside this state machine
//override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
//{
// #NOTRIM#
//}
// OnStateMove is called before OnStateMove is called on any state inside this state machine
//override public void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
//{
// #NOTRIM#
//}
// OnStateIK is called before OnStateIK is called on any state inside this state machine
//override public void OnStateIK(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
//{
// #NOTRIM#
//}
// OnStateMachineEnter is called when entering a state machine via its Entry Node
//override public void OnStateMachineEnter(Animator animator, int stateMachinePathHash)
//{
// #NOTRIM#
//}
// OnStateMachineExit is called when exiting a state machine via its Exit Node
//override public void OnStateMachineExit(Animator animator, int stateMachinePathHash)
//{
// #NOTRIM#
//}
}
#ROOTNAMESPACEEND#