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BABA_YAGA/Assets/Scripts/Player/Generic/Animator/vAnimatorSetBool.cs

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2026-05-30 09:16:35 +07:00
namespace Invector
{
public class vAnimatorSetBool : vAnimatorSetValue<bool>
{
[vHelpBox("Random Value between True and False")]
public bool randomEnter;
public bool randomExit;
protected override bool GetEnterValue()
{
return randomEnter ? UnityEngine.Random.Range(0,100)>50 : base.GetEnterValue();
}
protected override bool GetExitValue()
{
return randomExit ? UnityEngine.Random.Range(0, 100)>50 : base.GetExitValue();
}
// 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) {
//
//}
// 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) {
//
//}
// 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) {
//
//}
}
}