public override void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
//This is where combatanimation gets turned of after played wanted amount of time.
//Portrett is player animation
if (animator.name == "Portrett")
{
if (stateInfo.normalizedTime > 1 && !animator.IsInTransition (layerIndex))
{
if (animator.GetBool ("isHappyMainCharacter") == true)
{
animator.SetBool ("isHappyMainCharacter", false);//Length 2 sec
}
if (animator.GetBool ("isAngryMainCharacter") == true)
{
animator.SetBool ("isAngryMainCharacter", false);//Length 2.45 sec
}
}
}
//This is boss animation
else if (animator.name == "Portrett2_boss")
{
if (stateInfo.normalizedTime > 2 && !animator.IsInTransition (layerIndex))
{
if (animator.GetBool ("isHappyBoss") == true)
{
animator.SetBool ("isHappyBoss", false);//Length 1 sec
}
if (animator.GetBool ("isAngryBoss") == true)
{
animator.SetBool ("isAngryBoss", false);//Length 1.2 sec
}
}
}
//This is enemy animation
else if (animator.name == "Portrett2_marine")
{
if (stateInfo.normalizedTime > 2 && !animator.IsInTransition (layerIndex))
{
if (animator.GetBool ("isHappyMarine") == true)
{
animator.SetBool ("isHappyMarine", false);//Length 1.2 sec
}
if (animator.GetBool ("isAngryMarine") == true)
{
animator.SetBool ("isAngryMarine", false);//Length 1.2 sec
}
}
}
}