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Question by bourriquet · Oct 10, 2016 at 07:45 PM · mecanimbehaviourstate machine

Is there a way to get a StateMachineBehaviour on a specific State

Something like:

 animator.GetCurrentAnimatorStateInfo(0).GetBehaviour<MyStateMachineBehaviour>()

or at least a way to get the State on which a StateMachineBehaviour is. Something like:

 foreach (MyStateMachineBehaviour smb in animator.GetBehaviours<MyStateMachineBehaviour>())
             print(smb.stateInfo);

If not, why? Is there something I don't understand that makes it bad or useless to need that?

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Answer by yanjingzhaisun · Oct 12, 2016 at 06:03 AM

 public class AdvancedStateMachineBehaviour : StateMachineBehaviour {
 
 
     protected AnimatorStateInfo stateInfo;
     public AnimatorStateInfo StateInfo
     {
         get { return stateInfo;}
     }
 
     // Use this for initialization
 
     public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
     {
         this.stateInfo = stateInfo;
     }
 }

 
 public static class Utilities
 {
     public static T GetBehaviour<T>(this Animator animator,  AnimatorStateInfo stateInfo) where T : AdvancedStateMachineBehaviour {
         return animator.GetBehaviours<T>().ToList().First(behaviour => behaviour.StateInfo.fullPathHash == stateInfo.fullPathHash);
     }
 }

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avatar image bourriquet · Oct 12, 2016 at 02:31 PM 1
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Thanks for the smart workaround. One has to remember to call base.OnStateEnter if overriding OnStateEnter.

Now the question remains: why Unity doesn't seem to expect us to want that?

avatar image leonardoraele · Oct 30, 2019 at 07:21 PM 1
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This approach only works to get states that aready started at least once before.

You can't do that to, for example, add a callback in your behavior to be called when the animator enters that state.

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Answer by pankao · Apr 02, 2017 at 10:04 AM

Well you can always use AnimatorChildState.state.behaviours

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