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Jan 24th, 2017
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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4.  
  5. public class JUMp2 : StateMachineBehaviour {
  6.     public class jump5 : StateMachineBehaviour
  7.     {
  8.         void OnStateUpdate(Animator animator)
  9.         {
  10.  
  11.             if (Input.GetKeyDown(KeyCode.Space))
  12.             {
  13.                 animator.SetTrigger("jump");
  14.  
  15.  
  16.             }
  17.         }
  18.     }
  19.  
  20.  
  21.     // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
  22.     //override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
  23.     //
  24.     //}
  25.  
  26.     // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
  27.     //override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
  28.     //
  29.     //}
  30.  
  31.     // OnStateExit is called when a transition ends and the state machine finishes evaluating this state
  32.     //override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
  33.     //
  34.     //}
  35.  
  36.     // OnStateMove is called right after Animator.OnAnimatorMove(). Code that processes and affects root motion should be implemented here
  37.     //override public void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
  38.     //
  39.     //}
  40.  
  41.     // OnStateIK is called right after Animator.OnAnimatorIK(). Code that sets up animation IK (inverse kinematics) should be implemented here.
  42.     //override public void OnStateIK(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
  43.     //
  44.     //}
  45. }
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