1 using System.Collections;
2 using
System.Collections.Generic;
3 using
UnityEngine;
4
5 public
class df : StateMachineBehaviour {
6
7      
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
8     
//override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
9     
//
10     
//}
11
12     
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
13     
//override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
14     
//
15     
//}
16
17     
// OnStateExit is called when a transition ends and the state machine finishes evaluating this state
18     
//override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
19     
//
20     
//}
21
22     
// OnStateMove is called right after Animator.OnAnimatorMove(). Code that processes and affects root motion should be implemented here
23     
//override public void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
24     
//
25     
//}
26
27     
// OnStateIK is called right after Animator.OnAnimatorIK(). Code that sets up animation IK (inverse kinematics) should be implemented here.
28     
//override public void OnStateIK(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
29     
//
30     
//}
31 }


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