public virtual void OnDespawn() { _owner = null; id = null; isBreak = false; parent = null; status = Status.Ready; onExitCallback = null; onPreExitCallback = null; onStartCallback = null; onPreStartCallback = null; onUpdateCallback = null; }
public void Init(ActSequence parent, string id = null) { this.parent = parent; this.id = id; status = Status.Ready; }
public Act(ActSequence parent, string id) : this(parent) { Init(parent, id); }
public Act(ActSequence parent) { Init(parent); }
public void Init(MonoBehaviour owner, ActSequence parent, string id) { _owner = owner; base.Init(parent, id); }
public ActSequence(MonoBehaviour owner, ActSequence parent, string id) : base(parent, id) { _owner = owner; }
public ActSequence(MonoBehaviour owner, ActSequence parent) : this(owner, parent, null) { }
public ActSequence(ActSequence sequence) : this(null, sequence, null) { }