Commit b6170ab1 authored by 18손재민's avatar 18손재민

Merge branch 'tetris'

parents cd31a54f 3d7c5622
......@@ -5,9 +5,8 @@ using UnityEngine;
public class CloseDoor : StateMachineBehaviour {
// 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)
{
MapManager.isDoorWorking = true;
override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
animator.transform.parent.GetComponent<Room>().isDoorWorking = true;
}
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
......@@ -16,9 +15,8 @@ public class CloseDoor : StateMachineBehaviour {
//}
//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)
{
MapManager.isDoorWorking = false;
override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
animator.transform.parent.GetComponent<Room>().isDoorWorking = false;
}
// OnStateMove is called right after Animator.OnAnimatorMove(). Code that processes and affects root motion should be implemented here
......
......@@ -6,7 +6,7 @@ public class OpenDoor : StateMachineBehaviour {
// 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) {
MapManager.isDoorWorking = true;
animator.transform.parent.GetComponent<Room>().isDoorWorking = true;
}
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
......@@ -16,7 +16,7 @@ public class OpenDoor : StateMachineBehaviour {
//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) {
MapManager.isDoorWorking = false;
animator.transform.parent.GetComponent<Room>().isDoorWorking = false;
}
// OnStateMove is called right after Animator.OnAnimatorMove(). Code that processes and affects root motion should be implemented here
......
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This diff is collapsed.
......@@ -905,6 +905,7 @@ MonoBehaviour:
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