Game Development Reference
In-Depth Information
Add an Animator component to the object and then drag-and-drop the Animator
controller from the Project panel into the Controller field on the Animator
component, as shown here:
Attaching Animator to an enemy object
Finite State Machines in C# - getting
started
Now that the FSM for animation is completed, we should turn our attention to an
FSM in C# that governs the behavior of the enemy as well as initiates our triggers in
the Mecanim graph to play the appropriate animations (walk and run) at the right
time. To begin the implementation, add the following public enumeration to the
top of the AI_Enemy.cs script file, as shown in the following code sample 7-1. This
enumeration defines all the possible states in the FSM for the enemy, and each state
is assigned its unique string hash code; that is, the IDLE state is assigned the value
of 2081823275 , which is the hash code for the string IDLE , and so on. This will be
important later to work with Mecanim and specifically to initiate triggers. You can
retrieve the hash code for a string using the StringToHash function of the Animator
class, as shown here:
 
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