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Question by kbkmn · Oct 22, 2019 at 04:15 PM · state machinescopesimplify

Character states using Unity animation system and StateMachineBehaviour

I'm trying to use Animator to control my character states. I've build a simple example where cube changes color depending on state

Behaviour code looks like this:

using UnityEngine; public class CubeIdleBehaviour : StateMachineBehaviour { override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { animator.gameObject.getComponent<Renderer>().material.color = Color.red; } }

"animator.gameObject.getComponent" is ugly enough, but all i want is to pass variables to this behaviour. I have component with private color variable and i don't wont to make it public. So my questions are:

  1. Is it possible with this implementation to pass private variables to StateMachineBehaviour?

  2. Do i really need to use some other supercomplex FSM just to do this simple stuff?

  3. Am i bound to use switch/case?

Thanks

screenshot-2019-10-22-at-185021.png (98.8 kB)
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