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Question by Giibl3ts · Dec 10, 2015 at 11:14 PM · state machine

Refferencing a float from StateMachineBehaviour to MonoBehaviour

Hi,

I have read this ( https://unity3d.com/learn/tutorials/modules/beginner/5-pre-order-beta/state-machine-behaviours ) but i cant implement it...

I have a StateMachineBehaviour called landing with a public static float Impact;

 public class Landing : StateMachineBehaviour {

 public static float Impact;

 override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 {
     PlayerScript.Landing = true;
     PlayerScript.currentSpeed = 0;
     PlayerScript.jumpSpeed = 0;
     Impact = 5;
 }
 }

now i need to be able to access Impact in my PlayerScript.. but I'm finding it impossible to do so...

 public class PlayerScript : MonoBehaviour {   

 private StateMachineBehaviour exampleSmb;
 private Animator anim;

 void Start () 
 {
     anim = GetComponent<Animator>();
     exampleSmb = anim.GetBehaviour<StateMachineBehaviour>();
 }
 void FixedUpdate() 
 {
     Debug.Log(exampleSmb.Impact);
 }
 }

Please help... I know it has to be something simple I'm doing wrong.. it doesn't understand exampleSmb.Impact.. I'm referencing it wrong. How do i do this??

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Answer by Giibl3ts · Dec 11, 2015 at 01:17 AM

I Worked it out finally..

 public class PlayerScript : MonoBehaviour {   
 private Landing exampleSmb;
 private Animator anim;
 void Start () 
 {
   anim = GetComponent<Animator>();
   exampleSmb = anim.GetBehaviour<Landing>();
 }
 void FixedUpdate() 
 {
   Debug.Log(exampleSmb.Impact);
 }
 }

Needed to reference the script Landing instead of writing StateMachineBehaviour.

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