Example #1
0
    public void Goto(params StateLink[] serires)
    {
        if (serires.Length <= 0)
        {
            return;
        }


        if (!ignoreSeriesRunningCheck && StateLinkSeries.Count > 0)
        {
            Debug.LogWarning(string.Format("{0}.StateMachine >> New StateLinkSerires(firstStateName'{1}') is accepted," +
                                           " but Current StateLinkSerires(nextStateName'{2}') is already running. This serires will be stoped and clear.",
                                           gameObject.name, serires[0].stateName, StateLinkSeries.First.Value.stateName));

            StateLinkSeries.Clear();
        }

        foreach (var stateLink in serires)
        {
            StateLinkSeries.AddLast(stateLink);
        }


        ignoreSeriesRunningCheck = true;
        {
            Goto(StateLinkSeries.First.Value.stateName, StateLinkSeries.First.Value.timeLength, StateLinkSeries.First.Value.delayTime);
        }
        ignoreSeriesRunningCheck = false;

        StateLinkSeries.RemoveFirst();
    }
Example #2
0
    public void Goto(string stateName, float timeLength = float.PositiveInfinity, float delayTime = 0.0f)
    {
        if (!stateMap.ContainsKey(stateName))
        {
            Debug.LogWarning(string.Format("{0}.StateMachine >> stateName '{1}' is not found.", gameObject.name, stateName));
            return;
        }

        if (!ignoreSeriesRunningCheck && StateLinkSeries.Count > 0)
        {
            Debug.LogWarning(string.Format("{0}.StateMachine >> stateName '{1}' is accepted," +
                                           " but StateLinkSerires(nextStateName'{2}') is already running. This serires will be stoped and clear.",
                                           gameObject.name, stateName, StateLinkSeries.First.Value.stateName));

            StateLinkSeries.Clear();
        }


        Goto(stateMap[stateName], timeLength, delayTime);
    }