using UnityEngine; namespace EntityStates.BeetleMonster; public class MainState : EntityState { private Animator modelAnimator; private static int walkToRunBlendParamHash = Animator.StringToHash("walkToRunBlend"); public override void OnEnter() { base.OnEnter(); modelAnimator = GetModelAnimator(); if ((bool)modelAnimator) { modelAnimator.CrossFadeInFixedTime("Walk", 0.1f); } } public override void FixedUpdate() { base.FixedUpdate(); if ((bool)modelAnimator) { modelAnimator.SetFloat(walkToRunBlendParamHash, 1f); } } }