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- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- public class JUMp2 : StateMachineBehaviour {
- public class jump5 : StateMachineBehaviour
- {
- void OnStateUpdate(Animator animator)
- {
- if (Input.GetKeyDown(KeyCode.Space))
- {
- animator.SetTrigger("jump");
- }
- }
- }
- // 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) {
- //
- //}
- // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
- //override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
- //
- //}
- // 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) {
- //
- //}
- // OnStateMove is called right after Animator.OnAnimatorMove(). Code that processes and affects root motion should be implemented here
- //override public void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
- //
- //}
- // OnStateIK is called right after Animator.OnAnimatorIK(). Code that sets up animation IK (inverse kinematics) should be implemented here.
- //override public void OnStateIK(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
- //
- //}
- }
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