using System.Collections; using System.Collections.Generic; using UnityEngine; public class DragonState3 : StateMachineBehaviour{ Transform player; bool alreadyAtacked; float randomTime; // 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 = FindObjectOfType().GetComponent(); alreadyAtacked = false; randomTime = Random.Range(.5f, 2f); } // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex){ randomTime = randomTime - (1 * Time.fixedDeltaTime); if (randomTime <= 0 && !alreadyAtacked){ animator.SetTrigger("FireAttack"); alreadyAtacked = true; } } // 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){ animator.ResetTrigger("FireAttack"); } }