using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class animposit : StateMachineBehaviour
{
// OnStateEnter is called before OnStateEnter is called on any state inside this state machine
//override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
//{
//
//}
// OnStateUpdate is called before OnStateUpdate is called on any state inside this state machine
//override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
//{
//
//}
// OnStateExit is called before OnStateExit is called on any state inside this state machine
//override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
//{
//
//}
// OnStateMove is called before OnStateMove is called on any state inside this state machine
//override public void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
//{
//
//}
// OnStateIK is called before OnStateIK is called on any state inside this state machine
//override public void OnStateIK(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
//{
//
//}
// OnStateMachineEnter is called when entering a state machine via its Entry Node
//override public void OnStateMachineEnter(Animator animator, int stateMachinePathHash)
//{
//
//}
// OnStateMachineExit is called when exiting a state machine via its Exit Node
//override public void OnStateMachineExit(Animator animator, int stateMachinePathHash)
//{
//
//}
Animator waAni;
void Start ()
{
waAni = GetComponent ();
}
void Update()
{
int currentState = waAni.GetInteger(“statev”);
if (currentState == 0)
{
}
if (Input.GetKey(KeyCode.S))
{
waAni.SetInteger(“statev”, 1); // down
}
else if (Input.GetKey(KeyCode.D))
{
waAni.SetInteger(“statev”, 2); // right
}
else if (Input.GetKey(KeyCode.W))
{
waAni.SetInteger(“statev”, 3); // up
}
else if (Input.GetKey(KeyCode.A))
{
waAni.SetInteger(“statev”, 4); // left
}
}
}