public void AdvanceTime(double time)
        {
            if (!m_update || !this.gameObject.activeSelf)
            {
                return;
            }

            if (m_nextStateID != 0)
            {
                m_currentState.Stop();
                m_currentState.gameObject.SetActive(false);

                m_lastStateID    = m_currentStateID;
                m_currentStateID = m_nextStateID;
                m_currentState   = m_states[m_nextStateID];
                m_currentState.Play();
                m_currentState.gameObject.SetActive(true);
#if UNITY_EDITOR
                SetNameOfCurrentState();
#endif //UNITY_EDITOR

                m_nextStateID = 0;
            }

            m_currentState.AFUpdate(time);
        }
Beispiel #2
0
        public void Add(int name, AMovieClip state, bool defaultState = false)
        {
            if (m_states.ContainsKey(name))
            {
                throw new Exception("The State " + name + " already was created");
            }

            state.transform.parent = this.gameObject.transform;

            if (!defaultState)
            {
                state.Stop();
            }
            else
            {
                if (m_defaultStateID != 0)
                {
                    UnityEngine.Debug.LogWarning("The default state was changed to <" + name + ">");
                }

                m_defaultStateID = name;
                m_lastStateID    = name;
                state.Play();
            }


            state.gameObject.SetActive(defaultState);
            m_currentState   = state;
            m_currentStateID = name;
            m_states.Add(name, state);

#if UNITY_EDITOR
            SetNameOfCurrentState();
#endif //UNITY_EDITOR
        }
 public void Add(string name, AMovieClip state, bool defaultState = false)
 {
     Add(name.GetHashCode(), state, defaultState);
 }