Game Development Reference
In-Depth Information
The preceding steps attaches our new battle state machine to our battle engine. Now, we
just need to be able to reference the
BattleStateMachine
Mecanim state machine from
BattleManager
script. To do this, open up the
BattleManager
script in
As-
sets\Scripts
and add the following variable to the top of the class:
private Animator battleStateManager;
Then, to capture the configured
Animator
component in our
BattleManager
script,
we add the following to the
Start
function:
void Start () {
battleStateManager = GetComponent<Animator>();
Note
Sadly, we have to assign it this way because all the functionality to interrogate the
Anim-
ator Controller
is built in to the
Animator
component. We cannot simply attach the
controller directly to our
BattleManager
script and use it.
Now that it's all wired up, let's start using it.