can you add functions to StateMachineBehavior code example
Example: unity state machine behaviour
using UnityEngine;public class AttackBehaviour : StateMachineBehaviour
{
public GameObject particle;
public float radius;
public float power; protected GameObject clone; override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
clone = Instantiate(particle, animator.rootPosition, Quaternion.identity) as GameObject;
Rigidbody rb = clone.GetComponent<Rigidbody>();
rb.AddExplosionForce(power, animator.rootPosition, radius, 3.0f);
} override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
Destroy(clone);
} override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
Debug.Log("On Attack Update ");
} override public void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
Debug.Log("On Attack Move ");
} override public void OnStateIK(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
Debug.Log("On Attack IK ");
}
}