UnityEngine.StateMachineBehaviour.OnStateMachineEnter C# (CSharp) Method

OnStateMachineEnter() public method

Called on the first Update frame when making a transition to a StateMachine. This is not called when making a transition into a StateMachine sub-state.

public OnStateMachineEnter ( Animator animator, int stateMachinePathHash ) : void
animator Animator The Animator playing this state machine.
stateMachinePathHash int The full path hash for this state machine.
return void
        public virtual void OnStateMachineEnter(Animator animator, int stateMachinePathHash)
        {
        }

Same methods

StateMachineBehaviour::OnStateMachineEnter ( Animator animator, int stateMachinePathHash, AnimatorControllerPlayable controller ) : void

Usage Example

コード例 #1
0
 static public int OnStateMachineEnter(IntPtr l)
 {
     try {
         int argc = LuaDLL.lua_gettop(l);
         if (argc == 3)
         {
             UnityEngine.StateMachineBehaviour self = (UnityEngine.StateMachineBehaviour)checkSelf(l);
             UnityEngine.Animator a1;
             checkType(l, 2, out a1);
             System.Int32 a2;
             checkType(l, 3, out a2);
             self.OnStateMachineEnter(a1, a2);
             return(0);
         }
         else if (argc == 4)
         {
             UnityEngine.StateMachineBehaviour self = (UnityEngine.StateMachineBehaviour)checkSelf(l);
             UnityEngine.Animator a1;
             checkType(l, 2, out a1);
             System.Int32 a2;
             checkType(l, 3, out a2);
             UnityEngine.Animations.AnimatorControllerPlayable a3;
             checkValueType(l, 4, out a3);
             self.OnStateMachineEnter(a1, a2, a3);
             return(0);
         }
         return(error(l, "No matched override function to call"));
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
All Usage Examples Of UnityEngine.StateMachineBehaviour::OnStateMachineEnter