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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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