Ejemplo n.º 1
0
 public void OnDestroy()
 {
     if (AIThread != null)
     {
         AI_Params.PushEvent(EEventType.EventTypeGameEnd);
         AI_Params.Send(Time.time);
         AIThread.Join(); // Waiting for the AI thread to finish saving
         AIThread = null;
     }
     InstanceCount--;
 }
Ejemplo n.º 2
0
 // OnStateEnter is called before OnStateEnter is called on any state inside this state machine
 override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 {
     AI_Params.PushEvent(EEventType.EventTypeActionStarted, animator.transform.root.GetComponent <NNAgent>().ID, -2, EActionCode.ActionCodeRoll);
 }
Ejemplo n.º 3
0
    // OnStateUpdate is called before OnStateUpdate is called on any state inside this state machine
    //override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
    //
    //}

    //OnStateExit is called before OnStateExit is called on any state inside this state machine
    override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        AI_Params.PushEvent(EEventType.EventTypeActionFinished, animator.transform.root.GetComponent <NNAgent>().ID);
    }