using DefaultNamespace; using UnityEngine; using UnityEngine.Animations; namespace StateMachine { public class ItemUseStateBehaviour : StateMachineBehaviour { public override void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex, AnimatorControllerPlayable controller) { var actorFacade = animator.GetComponent(); if (actorFacade != null) { var entityManager = actorFacade.World.EntityManager; var entity = actorFacade.Entity; if (entityManager != null && entityManager.Exists(entity)) { if (entityManager.HasComponent(entity)) { var data = entityManager.GetComponentData(entity); data.ItemUsedCancled = true; entityManager.SetComponentData(entity, data); } else { entityManager.AddComponentData(entity, new ActorAnimationEventData { ItemUsedCancled = true }); } } } } } }