internal void Release()
 {
     this._delInitialize = null;
     this._delUpdate     = null;
     this._delTerminate  = null;
     this._objData       = null;
     this._strGroupName  = null;
 }
 public void AddState(StatementMachine.StatementMachineInitialize init, StatementMachine.StatementMachineUpdate update, object data)
 {
     StatementMachine.Statement statement = new StatementMachine.Statement();
     statement.isInitialize       = false;
     statement.isFinished         = false;
     statement.groupName          = null;
     statement.startDuration      = 0f;
     statement.data               = data;
     statement.initializeDelegate = init;
     statement.updateDelegate     = update;
     statement.terminateDelegate  = null;
     this._listStateNew.Add(statement);
 }
 public void AddState(StatementMachine.StatementMachineInitialize init, StatementMachine.StatementMachineUpdate update, StatementMachine.StatementMachineTerminate terminate, string groupName, object data, float startDuration)
 {
     StatementMachine.Statement statement = new StatementMachine.Statement();
     statement.isInitialize       = false;
     statement.isFinished         = false;
     statement.groupName          = groupName;
     statement.startDuration      = startDuration;
     statement.data               = data;
     statement.initializeDelegate = init;
     statement.updateDelegate     = update;
     statement.terminateDelegate  = terminate;
     this._listStateNew.Add(statement);
 }
        public static void ReqPhase(BattleCutPhase NextPhase)
        {
            CheckNextBattleState(NextPhase);
            _iNowPhase = ((NextPhase != BattleCutPhase.NightBattle) ? NextPhase : BattleCutPhase.DayBattle);
            StatementMachine   clsState           = Instance._clsState;
            BaseBattleCutState baseBattleCutState = _listBattleCutState[(int)_iNowPhase];

            StatementMachine.StatementMachineInitialize init = baseBattleCutState.Init;
            BaseBattleCutState baseBattleCutState2           = _listBattleCutState[(int)_iNowPhase];

            StatementMachine.StatementMachineUpdate update = baseBattleCutState2.Run;
            BaseBattleCutState baseBattleCutState3         = _listBattleCutState[(int)_iNowPhase];

            clsState.AddState(init, update, baseBattleCutState3.Terminate);
            SetTitleText(NextPhase);
        }