public override void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
var normTime = animator.GetAnimatorTransitionInfo(layerIndex).normalizedTime;
var go = animator.gameObject;
if (normTime > 0 && canSetVolume /*&& normTime < 1*/)
{
int count = Parameters.ParameterList.Count;
if (!canSetVolume)
{
}
canSetVolume = true;
for (int i = 0; i < count; i++)
{
var elem = Parameters.ParameterList[i];
//if (elem.StartVolume != elem.Target)
{
float lerp = Mathf.Lerp(elem.StartVolume, elem.Target, normTime);
//Debug.Log(name + " " + lerp + " " + elem.StartVolume + " " + elem.Target);
InAudio.SetVolumeForNode(go, elem.Node, lerp);
}
}
}
//Debug.Log(animator.GetAnimatorTransitionInfo(layerIndex).normalizedTime);
}