public FSMTranslation(string name, FSMState input, FSMState output, FSMAction action) { this.name = name; this.input = input; this.output = output; this.action = action; }
public void AddAction(FSMAction action) { if (!Actions.Contains(action) && action.Owner == this) { Actions.Add(action); } }
public void AddAction(FSMAction action) { if (actions.Contains(action)) { Debug.LogWarning("This state already contains " + action); } if (action.GetOwner() != this) { Debug.LogWarning("This state doesn't own " + action); } actions.Add(action); }
public State(GlobalStateData.FSMStateID stateid, FSMAction action, List<FSMReason> reasons) { var actionList = new List<FSMAction>(); actionList.Add(action); this.stateID = stateid; this.actions = actionList; this.reasons = reasons; foreach (var reason in reasons) { AddTransition(reason.Transition, reason.GoToState); } }
public State(GlobalStateData.FSMStateID stateid, FSMAction action, List <FSMReason> reasons) { var actionList = new List <FSMAction>(); actionList.Add(action); this.stateID = stateid; this.actions = actionList; this.reasons = reasons; foreach (var reason in reasons) { AddTransition(reason.Transition, reason.GoToState); } }
public FSMTranslation addTranslation(string name, Type eventType, FSMState input, FSMState output, FSMAction action) { if (!eventType.IsSubclassOf(typeof(IEvent))) { UnityEngine.Debug.LogError(string.Format("FSMTranslationMap.addTranslation Failed,{0} is not a event type", eventType.ToString())); return(null); } return(addTranslation(name, input, output, action)); }
public FSMTranslation addTranslation(FSMState input, FSMState output, FSMAction action) { return(addTranslation(new FSMTranslation(input, output, action))); }
public FSMTranslation addTranslation(string name, FSMState input, FSMState output, FSMAction action) { return(addTranslation(new FSMTranslation(name, input, output, action))); }
public FSMTranslation(FSMState input, FSMState output, FSMAction action) : this("NoneName", input, output, action) { }