Example #1
0
        public override void OnStateUpdate()
        {
            if (_StateMachine != null)
            {
                _ArgumentList.UpdateInput(_StateMachine, GraphArgumentUpdateTiming.Execute);

                _StateMachine.ExecuteUpdate();
            }
        }
Example #2
0
        public override void OnStateUpdate()
        {
            if (_RuntimeFSM != null)
            {
                _ArgumentList.UpdateInput(_RuntimeFSM, GraphArgumentUpdateTiming.Execute);

                _RuntimeFSM.ExecuteUpdate();
            }
        }
Example #3
0
        protected override void OnExecute()
        {
            if (_RuntimeFSM != null)
            {
                _ArgumentList.UpdateInput(_RuntimeFSM, GraphArgumentUpdateTiming.Execute);

                _RuntimeFSM.ExecuteUpdate(true);

                if (_IsFinished)
                {
                    _RuntimeFSM.Stop();
                    _RuntimeFSM.gameObject.SetActive(false);

                    FinishExecute(_Success);
                }
            }
        }
Example #4
0
        protected override void OnExecute()
        {
            if (_StateMachine != null)
            {
                _ArgumentList.UpdateInput(_StateMachine, GraphArgumentUpdateTiming.Execute);

                _StateMachine.ExecuteUpdate(true);

                if (_IsFinished)
                {
                    _StateMachine.Stop();
                    _StateMachine.enabled = false;

                    FinishExecute(_Success);
                }
            }
        }