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using UnityEngine;
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public class AnimatorActionIndexDebug : StateMachineBehaviour
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{
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public override void OnStateMachineEnter(Animator animator, int stateMachinePathHash)
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{
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Log.Out($"StateMachine enter, Animator action index: {animator.GetInteger("ExecutingActionIndex")}");
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}
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public override void OnStateMachineExit(Animator animator, int stateMachinePathHash)
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{
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Log.Out($"StateMachine exit, Animator action index: {animator.GetInteger("ExecutingActionIndex")}");
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}
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public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
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{
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Log.Out($"State entered!");
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}
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public override void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
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{
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if (animator.GetBool("WeaponFire"))
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{
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Log.Out($"OnStateMove: Fire trigger set, Animator action index: {animator.GetInteger("ExecutingActionIndex")}");
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}
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}
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public override void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
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{
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if (animator.GetBool("WeaponFire"))
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{
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Log.Out($"OnStateUpdate: Fire trigger set, Animator action index: {animator.GetInteger("ExecutingActionIndex")}");
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}
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: c436ffdfb304ce144a66f57ef3e43bc4
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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