using UnityEngine; using Core.Lifecycle; using Core.SaveLoad; public class AnimationEvents : ManagedBehaviour { [HideInInspector] public AppleMachine stateMachine; internal override void OnManagedAwake() { stateMachine = GetComponentInParent(); if (stateMachine == null) { Debug.Log($"[AnimationEvent] Animated state {name} does not have a valid state machine!"); } } public void AnimSwitchState(string stateToGoTo) { stateMachine.ChangeState(stateToGoTo); } }