public bool AddActor(FSMActor newActor) { newActor.ChangeState(_defaultInitState); _actorList.Add(newActor); return(true); }
public virtual void Leave(FSM fsm, FSMActor owner) { this.Content_Leave(fsm, owner); }
public virtual void Update(FSM fsm, FSMActor owner) { this.Content_Update(fsm, owner); }
public virtual void Enter(FSM fsm, FSMActor owner) { this.Content_Enter(fsm, owner); }
public virtual void PostUpdate(FSMActor Owner) { }
public void RemoveStateObject(FSMActor removeObject) { _actorList.Remove(removeObject); }