Beispiel #1
0
    protected void SetStart_State(CStateContainer pStartState, CStateContainer pPrevState, EStateStartType eStateStartType)
    {
        if (_pOwner.gameObject.activeSelf == false)
        {
            return;
        }

        if (_pCoroutine != null)
        {
            _pOwner.StopCoroutine(_pCoroutine);
        }

        _pCoroutine = _pOwner.StartCoroutine(pStartState.EventStart(pPrevState, eStateStartType, Finish_State));
    }
Beispiel #2
0
    public IEnumerator OnStart_State(CLASS_STATE pPrevState, EStateStartType eStateStartType)
    {
        p_pExecuter_OnTransitionState.DoNotify_OnEnable();
        p_pExecuter_OnEnable.DoNotify_OnEnable();

        if (_pCoroutine_ExecuteContainer != null)
        {
            _pScriptOwner.StopCoroutine(_pCoroutine_ExecuteContainer);
        }
        _pCoroutine_ExecuteContainer = _pScriptOwner.StartCoroutine(OnStart_State());

        //if(pPrevState != null)
        //    Debug.Log(IDictionaryItem_GetKey().ToString() + " " + nameof(OnStart_State) + " pPrevState : " + pPrevState.IDictionaryItem_GetKey().ToString() + " eStateStartType : " + eStateStartType);
        //else
        //    Debug.Log(IDictionaryItem_GetKey().ToString() + " " + nameof(OnStart_State) + " pPrevState : Null / eStateStartType : " + eStateStartType);

        yield return(OnStart_State_ExecuteContainer(pPrevState, eStateStartType));
    }
Beispiel #3
0
 public Coroutine StartCoroutine(IEnumerator pRoutine)
 {
     return(p_pScriptOwner.StartCoroutine(pRoutine));
 }