public void InvokeStateExited(AnimatorStateInfo stateInfo, int layerIndex)
 {
     StateExited?.Invoke(this, new MonoAnimatorStateEventHandler
     {
         LayerIndex        = layerIndex,
         AnimatorStateInfo = stateInfo
     });
 }
        /// <summary>
        /// Forward the State's Exited event through this Machine's StateExited event.
        /// </summary>
        /// <param name="sender"></param>
        /// <param name="args"></param>
        protected override void HandleStateExited(object sender, StateExitedEventArgs args)
        {
            if (StateExited == null)
            {
                return;
            }

            try
            {
                var exitedArgs = args.ToStateExitedArgs <TState>();
                Logger.Debug($"{Name}:  raising '{nameof(StateExited)}' event with {exitedArgs.State}.");
                StateExited?.Invoke(this, exitedArgs);
            }
            catch (Exception ex)
            {
                Logger.Error($"{ex.GetType().Name} during '{nameof(StateExited)}' event from {Name} state machine.", ex);
            }
        }
 public void ExitedState(int stateHash) =>
 StateExited?.Invoke(StateFor(stateHash));
Beispiel #4
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 public void Exit()
 {
     _exit();
     StateExited?.Invoke(this, new EventArgs());
 }
Beispiel #5
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 /// <summary>
 /// Exit state
 /// </summary>
 public void ExitFinish()
 {
     StateExited?.Invoke(this, EventArgs.Empty);
 }
Beispiel #6
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 public virtual void OnStateExit()
 {
     StateExited?.Invoke();
 }