using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using UnityEngine; public class BlockClockDMT : Block { public override void ForceAnimationState(BlockValue _blockValue, BlockEntityData _ebcd) { if (_ebcd != null && _ebcd.bHasTransform) { Animator[] componentsInChildren = _ebcd.transform.GetComponentsInChildren(); for (int i = componentsInChildren.Length - 1; i >= 0; i--) { Animator animator = componentsInChildren[i]; animator.enabled = true; if (animator.gameObject.GetComponent() == null) animator.gameObject.AddComponent(); } } } }