﻿using UnityEngine;
using System.Collections;

public class IntroStateMachine : StateMachineBehaviour {

	// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
    public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) 
    {
        Debug.LogFormat("IntroStateMachine.OnStateEnter{0} {1} {2}", animator.name, stateInfo.shortNameHash, layerIndex);
	}

	// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
	//override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
	//
	//}

	// OnStateExit is called when a transition ends and the state machine finishes evaluating this state
	//override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
	//
	//}

	// OnStateMove is called right after Animator.OnAnimatorMove(). Code that processes and affects root motion should be implemented here
	//override public void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
	//
	//}

	// OnStateIK is called right after Animator.OnAnimatorIK(). Code that sets up animation IK (inverse kinematics) should be implemented here.
	//override public void OnStateIK(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
	//
	//}
}
