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: