robber-and-dobber/Assets/ScriptTemplates/80-State Machine Behaviour-NewStateMachineBehaviour.cs.txt

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using UnityEngine;
public class #SCRIPTNAME# : StateMachineBehaviour
{
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
#NOTRIM#
}
#NOTRIM#
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
#NOTRIM#
}
#NOTRIM#
// OnStateExit is called when a transition ends and the state machine finishes evaluating this state
override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
#NOTRIM#
}
#NOTRIM#
// OnStateMove is called right after Animator.OnAnimatorMove()
override public void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
// Implement code that processes and affects root motion
}
#NOTRIM#
// OnStateIK is called right after Animator.OnAnimatorIK()
override public void OnStateIK(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
// Implement code that sets up animation IK (inverse kinematics)
}
}