19. <参考> Before Unity5
using UnityEngine;
using System.Collections;
public class AnimatorStateInfoSample: MonoBehaviour {
Animator animator;
const string RUN_ANIMATION = "Base Layer.Run";
void Start()
{
this.animator = gameObject.GetComponent<Animator>();
}
void Update()
{
AnimatorStateInfo stateInfo = this.animator.GetCurrentAnimatorStateInfo(0);
if (stateInfo.nameHash == Animator.StringToHash(RUN_ANIMATION))
{
Debug.Log("Run Animation");
}
}
}
ようは、いろいろ面倒でした。
20. こんな感じusing UnityEngine;
using System.Collections;
public class JumpAction : StateMachineBehaviour {
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
Debug.Log ("She is about to stop.");
}
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
Debug.Log ("She stops.");
}
// OnStateExit is called when a transition ends and the state machine finishes evaluating this state
override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
Debug.Log("She finish stopping.");
}
}