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Ultimate-Fishing-Simulator-…/Assets/Scripts/Assembly-CSharp/KINEMATION/MagicBlend/Runtime/MagicBlendState.cs
2026-03-04 09:37:33 +08:00

34 lines
773 B
C#

using UnityEngine;
namespace KINEMATION.MagicBlend.Runtime
{
public class MagicBlendState : StateMachineBehaviour
{
[SerializeField]
private MagicBlendAsset magicBlendAsset;
private bool _isInitialized;
private MagicBlending _magicBlending;
public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
if (!_isInitialized)
{
_magicBlending = animator.gameObject.GetComponent<MagicBlending>();
if (_magicBlending == null)
{
return;
}
_isInitialized = true;
}
float duration = animator.GetAnimatorTransitionInfo(layerIndex).duration;
_magicBlending.UpdateMagicBlendAsset(magicBlendAsset, new MagicBlendingData
{
blendTime = duration,
useLinear = true
});
}
}
}