using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class SkillPlay : StateMachineBehaviour {

    public PlayerController playercontroller;
    public PlayerAttack playerattack;
    public GameObject player;
	// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
	override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
        player = GameObject.Find("Player");
        playercontroller = player.GetComponent<PlayerController>();
        playerattack = player.GetComponent<PlayerAttack>();
	}

	// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
	//override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
	//
	//}

	// OnStateExit is called when a transition ends and the state machine finishes evaluating this state
	override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
        playerattack.playingSkill = false;
        playerattack.SkillEnd();
        playercontroller.playerState = PlayerState.Idle;
    }

	// OnStateMove is called right after Animator.OnAnimatorMove(). Code that processes and affects root motion should be implemented here
	//override public void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
	//
	//}

	// OnStateIK is called right after Animator.OnAnimatorIK(). Code that sets up animation IK (inverse kinematics) should be implemented here.
	//override public void OnStateIK(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
	//
	//}
}
