using UnityEngine; public class AnimatorActionIndexDebug : StateMachineBehaviour { public override void OnStateMachineEnter(Animator animator, int stateMachinePathHash) { Log.Out($"StateMachine enter, Animator action index: {animator.GetInteger("ExecutingActionIndex")}"); } public override void OnStateMachineExit(Animator animator, int stateMachinePathHash) { Log.Out($"StateMachine exit, Animator action index: {animator.GetInteger("ExecutingActionIndex")}"); } public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { Log.Out($"State entered!"); } public override void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (animator.GetBool("WeaponFire")) { Log.Out($"OnStateMove: Fire trigger set, Animator action index: {animator.GetInteger("ExecutingActionIndex")}"); } } public override void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (animator.GetBool("WeaponFire")) { Log.Out($"OnStateUpdate: Fire trigger set, Animator action index: {animator.GetInteger("ExecutingActionIndex")}"); } } }