using UnityEngine; namespace EntityStates.Merc; public class WhirlwindAir : WhirlwindBase { private static int WhirlwindAirExitStateHash = Animator.StringToHash("WhirlwindAirExit"); private static int WhirlwindAirStateHash = Animator.StringToHash("WhirlwindAir"); private static int WhirlwindParamHash = Animator.StringToHash("Whirlwind.playbackRate"); protected override void PlayAnim() { PlayCrossfade("FullBody, Override", WhirlwindAirStateHash, WhirlwindParamHash, duration, 0.1f); } public override void OnExit() { base.OnExit(); PlayAnimation("FullBody, Override", WhirlwindAirExitStateHash); } }