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- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- public class AnimChangeSkinState : StateMachineBehaviour
- {
- private const int c_DefaultValue = 0;
- [HideInInspector][SerializeField]
- private int[] m_SkinSlotTypes;
- [HideInInspector][SerializeField]
- private int[] m_RoleAvatarIds;
- private AnimControlSkin animControlSkin;
- override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
- {
- if (!animControlSkin)
- animControlSkin = animator.GetComponent<AnimControlSkin>();
- if (animControlSkin)
- {
- animControlSkin.ChangeSkins(m_SkinSlotTypes, m_RoleAvatarIds);
- }
- }
- override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
- {
- if (!animControlSkin)
- animControlSkin = animator.GetComponent<AnimControlSkin>();
- if (animControlSkin)
- {
- int length = m_SkinSlotTypes.Length;
- int[] defaultRoleAvatarIds = new int[length];
- for (length = length - 1; length >=0; length--)
- {
- defaultRoleAvatarIds[length] = c_DefaultValue;
- }
- animControlSkin.ChangeSkins(m_SkinSlotTypes, defaultRoleAvatarIds);
- }
- }
- }
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