using UnityEngine; namespace EntityStates.Merc; public class WhirlwindGround : WhirlwindBase { private static int WhirlwindGroundStateHash = Animator.StringToHash("WhirlwindGround"); private static int LightImpactStateHash = Animator.StringToHash("LightImpact"); private static int WhirlwindParamHash = Animator.StringToHash("Whirlwind.playbackRate"); protected override void PlayAnim() { PlayCrossfade("FullBody, Override", WhirlwindGroundStateHash, WhirlwindParamHash, duration, 0.1f); } public override void OnExit() { base.OnExit(); int layerIndex = animator.GetLayerIndex("Impact"); if (layerIndex >= 0) { animator.SetLayerWeight(layerIndex, 3f); PlayAnimation("Impact", LightImpactStateHash); } } }