// Use this for enter state
        public override void OnStateBegin()
        {
            ArborFSM stateMachine = _StateMachine.value as ArborFSM;

            if (stateMachine != null)
            {
                stateMachine.Play();
            }
        }
Example #2
0
        // Use this for enter state
        public override void OnStateBegin()
        {
            if (_StateMachine != null)
            {
                _ArgumentList.UpdateInput(_StateMachine, GraphArgumentUpdateTiming.Enter);

                _StateMachine.enabled = true;
                _StateMachine.Play();
            }
        }
Example #3
0
        protected override void OnStart()
        {
            _IsFinished = false;
            if (_StateMachine != null)
            {
                _ArgumentList.UpdateInput(_StateMachine, GraphArgumentUpdateTiming.Enter);

                _StateMachine.enabled = true;
                _StateMachine.Play();
            }
        }
Example #4
0
        protected override void OnStart()
        {
            CreateFSM();

            _IsFinished = false;
            if (_RuntimeFSM != null)
            {
                _ArgumentList.UpdateInput(_RuntimeFSM, GraphArgumentUpdateTiming.Enter);

                _RuntimeFSM.gameObject.SetActive(true);
                _RuntimeFSM.Play();
            }
        }
Example #5
0
        protected override void OnExecute()
        {
            ArborFSM stateMachine = _StateMachine.value as ArborFSM;

            if (stateMachine != null)
            {
                stateMachine.Play();
                FinishExecute(true);
            }
            else
            {
                FinishExecute(false);
            }
        }
Example #6
0
        // Use this for enter state
        public override void OnStateBegin()
        {
            using (new ProfilerScope("SubStateMachineReference.OnStateBegin"))
            {
                CreateFSM();

                if (_RuntimeFSM != null)
                {
                    _ArgumentList.UpdateInput(_RuntimeFSM, GraphArgumentUpdateTiming.Enter);

                    _RuntimeFSM.gameObject.SetActive(true);
                    _RuntimeFSM.Play();
                }
            }
        }