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34
Assets/Scripts/StateMachine/PickupStateBehaviour.cs
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34
Assets/Scripts/StateMachine/PickupStateBehaviour.cs
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using DefaultNamespace;
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using Unity.Entities;
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using UnityEngine;
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using UnityEngine.Animations;
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namespace StateMachine
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{
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public class PickupStateBehaviour : StateMachineBehaviour
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{
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public override void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex, AnimatorControllerPlayable controller)
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{
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var gameObjectEntity = animator.GetComponent<GameObjectEntity>();
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if (gameObjectEntity != null)
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{
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var entityManager = gameObjectEntity.EntityManager;
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var entity = gameObjectEntity.Entity;
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if (entityManager != null && entityManager.Exists(entity))
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{
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if (entityManager.HasComponent<ActorAnimationEventData>(entity))
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{
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var data = entityManager.GetComponentData<ActorAnimationEventData>(entity);
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data.PickedCanceled = true;
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entityManager.SetComponentData(entity, data);
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}
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else
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{
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entityManager.AddComponentData(entity, new ActorAnimationEventData { PickedCanceled = true });
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}
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}
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}
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}
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}
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}
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