public void MoveState(T _nextState) { if (!dicFun.ContainsKey(_nextState)) { Debug.LogError("I don't know " + _nextState); return; //} else if (curState == _nextState) { // return; } //state out is callback pInOut... if (cbOut != null) { cbOut(); } //state preState = gameState; gameState = _nextState; nextState = _nextState; //callback setting FSMData <T> _s = dicFun[gameState]; cbIn = _s.cbIn; cbLoop = _s.cbLoop; cbOut = _s.cbOut; //pIn start if (cbIn != null) { cbIn(); } }
public void AddState(T _t, System.Action _cbIn, System.Action _cbLoop, System.Action _cbOut) { if (dicFun.ContainsKey(_t)) { Debug.LogError("Already added state"); } else { FSMData <T> _data = new FSMData <T> (); _data.t = _t; _data.cbIn = _cbIn; _data.cbLoop = _cbLoop; _data.cbOut = _cbOut; dicFun.Add(_t, _data); } }