using UnityEngine; namespace EventPartnerGather.Mining { public class CharacterStateMachine : StateMachineBehaviour { [SerializeField] string key = "SkillA_End"; bool fired; public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { Log($"OnStateEnter ->{animator.name}"); } public override void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { Log($"OnStateExit ->{animator.name}"); } public override void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { Log($"OnStateUpdate ->{animator.name}"); } public override void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { Log($"OnStateMove ->{animator.name}"); } public override void OnStateIK(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { Log($"OnStateIK ->{animator.name}"); } private static void Log(object t) { // Debug.Log($"CharacterStateMachine-> {t} "); } } }