protected void BuildEditorList(StateMachineBehaviour[] behaviours) { this.m_BehavioursEditor = new Editor[behaviours.Length]; for (int i = 0; i < behaviours.Length; i++) { if ((behaviours[i] != null) && (behaviours[i] != null)) { this.m_BehavioursEditor[i] = Editor.CreateEditor(behaviours[i]); } else { InvalidStateMachineBehaviour targetObject = ScriptableObject.CreateInstance<InvalidStateMachineBehaviour>(); targetObject.monoScript = this.GetBehaviourMonoScript(i); if (targetObject.monoScript != null) { targetObject.name = targetObject.monoScript.name; } targetObject.hideFlags = HideFlags.HideAndDontSave; targetObject.controller = this.m_ControllerContext; targetObject.state = this.state; targetObject.stateMachine = this.stateMachine; targetObject.layerIndex = this.m_LayerIndexContext; targetObject.behaviourIndex = i; this.m_BehavioursEditor[i] = Editor.CreateEditor(targetObject); } } }
static public int OnStateMachineExit(IntPtr l) { try { int argc = LuaDLL.lua_gettop(l); if (argc == 3) { UnityEngine.StateMachineBehaviour self = (UnityEngine.StateMachineBehaviour)checkSelf(l); UnityEngine.Animator a1; checkType(l, 2, out a1); System.Int32 a2; checkType(l, 3, out a2); self.OnStateMachineExit(a1, a2); return(0); } else if (argc == 4) { UnityEngine.StateMachineBehaviour self = (UnityEngine.StateMachineBehaviour)checkSelf(l); UnityEngine.Animator a1; checkType(l, 2, out a1); System.Int32 a2; checkType(l, 3, out a2); UnityEngine.Animations.AnimatorControllerPlayable a3; checkValueType(l, 4, out a3); self.OnStateMachineExit(a1, a2, a3); return(0); } return(error(l, "No matched override function to call")); } catch (Exception e) { return(error(l, e)); } }
static public int OnStateEnter(IntPtr l) { try { #if DEBUG var method = System.Reflection.MethodBase.GetCurrentMethod(); string methodName = GetMethodName(method); #if UNITY_5_5_OR_NEWER UnityEngine.Profiling.Profiler.BeginSample(methodName); #else Profiler.BeginSample(methodName); #endif #endif int argc = LuaDLL.lua_gettop(l); if (argc == 4) { UnityEngine.StateMachineBehaviour self = (UnityEngine.StateMachineBehaviour)checkSelf(l); UnityEngine.Animator a1; checkType(l, 2, out a1); UnityEngine.AnimatorStateInfo a2; checkValueType(l, 3, out a2); System.Int32 a3; checkType(l, 4, out a3); self.OnStateEnter(a1, a2, a3); pushValue(l, true); return(1); } else if (argc == 5) { UnityEngine.StateMachineBehaviour self = (UnityEngine.StateMachineBehaviour)checkSelf(l); UnityEngine.Animator a1; checkType(l, 2, out a1); UnityEngine.AnimatorStateInfo a2; checkValueType(l, 3, out a2); System.Int32 a3; checkType(l, 4, out a3); UnityEngine.Experimental.Director.AnimatorControllerPlayable a4; checkType(l, 5, out a4); self.OnStateEnter(a1, a2, a3, a4); pushValue(l, true); return(1); } pushValue(l, false); LuaDLL.lua_pushstring(l, "No matched override function OnStateEnter to call"); return(2); } catch (Exception e) { return(error(l, e)); } #if DEBUG finally { #if UNITY_5_5_OR_NEWER UnityEngine.Profiling.Profiler.EndSample(); #else Profiler.EndSample(); #endif } #endif }
static public int OnStateMachineExit__Animator__Int32(IntPtr l) { try { UnityEngine.StateMachineBehaviour self = (UnityEngine.StateMachineBehaviour)checkSelf(l); UnityEngine.Animator a1; checkType(l, 2, out a1); System.Int32 a2; checkType(l, 3, out a2); self.OnStateMachineExit(a1, a2); pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int OnStateMachineExit(IntPtr l) { try { UnityEngine.StateMachineBehaviour self = (UnityEngine.StateMachineBehaviour)checkSelf(l); UnityEngine.Animator a1; checkType(l, 2, out a1); System.Int32 a2; checkType(l, 3, out a2); self.OnStateMachineExit(a1, a2); return(0); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
static public int OnStateMachineEnter__Animator__Int32__AnimatorControllerPlayable(IntPtr l) { try { UnityEngine.StateMachineBehaviour self = (UnityEngine.StateMachineBehaviour)checkSelf(l); UnityEngine.Animator a1; checkType(l, 2, out a1); System.Int32 a2; checkType(l, 3, out a2); UnityEngine.Animations.AnimatorControllerPlayable a3; checkValueType(l, 4, out a3); self.OnStateMachineEnter(a1, a2, a3); pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
public void SetOverrideBehaviours(AnimatorState state, StateMachineBehaviour[] behaviours) { StateBehavioursPair pair; if (this.m_Behaviours == null) { this.m_Behaviours = new StateBehavioursPair[0]; } for (int i = 0; i < this.m_Behaviours.Length; i++) { if (this.m_Behaviours[i].m_State == state) { this.m_Behaviours[i].m_Behaviours = behaviours; return; } } pair.m_State = state; pair.m_Behaviours = behaviours; ArrayUtility.Add<StateBehavioursPair>(ref this.m_Behaviours, pair); }
static public int OnStateExit(IntPtr l) { try { int argc = LuaDLL.lua_gettop(l); if (argc == 4) { UnityEngine.StateMachineBehaviour self = (UnityEngine.StateMachineBehaviour)checkSelf(l); UnityEngine.Animator a1; checkType(l, 2, out a1); UnityEngine.AnimatorStateInfo a2; checkValueType(l, 3, out a2); System.Int32 a3; checkType(l, 4, out a3); self.OnStateExit(a1, a2, a3); pushValue(l, true); return(1); } else if (argc == 5) { UnityEngine.StateMachineBehaviour self = (UnityEngine.StateMachineBehaviour)checkSelf(l); UnityEngine.Animator a1; checkType(l, 2, out a1); UnityEngine.AnimatorStateInfo a2; checkValueType(l, 3, out a2); System.Int32 a3; checkType(l, 4, out a3); UnityEngine.Animations.AnimatorControllerPlayable a4; checkValueType(l, 5, out a4); self.OnStateExit(a1, a2, a3, a4); pushValue(l, true); return(1); } pushValue(l, false); LuaDLL.lua_pushstring(l, "No matched override function to call"); return(2); } catch (Exception e) { return(error(l, e)); } }
public void SetOverrideBehaviours(AnimatorState state, StateMachineBehaviour[] behaviours) { if (this.m_Behaviours == null) this.m_Behaviours = new StateBehavioursPair[0]; for (int index = 0; index < this.m_Behaviours.Length; ++index) { if ((Object) this.m_Behaviours[index].m_State == (Object) state) { this.m_Behaviours[index].m_Behaviours = behaviours; return; } } StateBehavioursPair stateBehavioursPair; stateBehavioursPair.m_State = state; stateBehavioursPair.m_Behaviours = behaviours; ArrayUtility.Add<StateBehavioursPair>(ref this.m_Behaviours, stateBehavioursPair); }
protected bool IsEditorsValid(StateMachineBehaviour[] behaviours) { if ((this.m_BehavioursEditor == null) || ((this.m_BehavioursEditor != null) && (this.m_BehavioursEditor.Length != behaviours.Length))) { return false; } for (int i = 0; i < this.m_BehavioursEditor.Length; i++) { if (this.m_BehavioursEditor[i].target != behaviours[i]) { return false; } } return true; }
public virtual void startState(StateMachineBehaviour stateMachine) { this.stateMachine = stateMachine; }