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Question by omaking · Jan 27, 2016 at 08:57 AM · c#mecanimeventstatemachine

Better way to create Events inside a StateMachineBehaviour

I would like to use events on StateMachineBehaviour instead of using bool parameters. But I was having a problem using delegate events and I don't have any Idea on how to access StateMachineBehavior from a MonoBehavior class. I don't want to spend much time So I made it worst like this.

 public class DeficateState : StateMachineBehaviour {
 public delegate void DeficateEvent();
 public static event DeficateEvent OnPoop;
 public static event DeficateEvent OnPee;
 
 override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 {
     if (!update) return;
     if (times > IdleTime)
     {
         update = false;
         times = 0;
         if(animator.GetInteger("IdleIndex") == 0){
             if (OnPoop != null)
                 OnPoop();
         }else{
             if (OnPee != null)
                 OnPee();
         }
     }
     times += Time.deltaTime;
 }

I was able to unsubscribe manually but It gets more complicated when errors are rising up, and It takes me more time to review my code when I missed one. Can I use Unity Events? Sadly I've never tried using it.

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