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Character states using Unity animation system and StateMachineBehaviour

I'm trying to use __Animator__ to control my character states. I've build a simple example where cube changes color depending on state ![][1] Behaviour code looks like this: `using UnityEngine; public class CubeIdleBehaviour : StateMachineBehaviour { override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { animator.gameObject.getComponent().material.color = Color.red; } }` "__animator.gameObject.getComponent__" is ugly enough, but all i want is to pass variables to this behaviour. I have component with private color variable and i don't wont to make it public. So my questions are: 1. Is it possible with this implementation to pass private variables to StateMachineBehaviour? 2. Do i really need to use some other supercomplex FSM just to do this simple stuff? 3. Am i bound to use switch/case? Thanks [1]: /storage/temp/147823-screenshot-2019-10-22-at-185021.png

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