public ConsumptionShapesClearedReason(IStateTransitioner controller, IConsumerListener consumed, FSMStateID goToState) : base(FSMTransistion.AllConsumableShapesConsumed, goToState, controller) { m_Consumed = consumed; m_MarkCompleteJob = CM_Job.Make(MarkShouldTransition()).Repeatable(); }
public PlayerOffScreenWithShapesRemainingReason(FSMTransistion identifier, IStateTransitioner controller, IConsumerListener consumed, bool shapesRemaining, FSMStateID goToState) : base(identifier, goToState, controller) { m_Consumed = consumed; m_ShouldShapesBeRemaining = shapesRemaining; m_StatusListener = new PlayerStatusChangeListener(); }
public FSMReason(FSMTransistion transition, FSMStateID goToState, IStateTransitioner controller) { this.transition = transition; this.goToState = goToState; m_Controller = controller; m_DebugLogger = new FSMStateSwitchLogger(this); }
public PlayerStatusChangeReason(IStateTransitioner controller, PlayerStatus desiredStatus, FSMStateID goToState) : base(FSMTransistion.PlayerStatusChanged, goToState, controller) { m_DesiredStatus = desiredStatus; m_StatusListener = new PlayerStatusChangeListener(); }
public LevelEntryReason(FSMTransistion identifier, IStateTransitioner controller, bool shouldTransition, FSMStateID goToState) : base(identifier, goToState, controller) { m_ShouldTransition = shouldTransition; }