/// Subscribes to the state machine property and executes a method for each state. public virtual void FireStateMachineChanged(Invert.StateMachine.State value) { if (value is Stop) { this.OnStop(); } if (value is Fire) { this.OnFire(); } }
/// Subscribes to the state machine property and executes a method for each state. public virtual void MovementStateMachineChanged(Invert.StateMachine.State value) { if (value is Idle) { this.OnIdle(); } if (value is Move) { this.OnMove(); } }
/// Subscribes to the state machine property and executes a method for each state. public virtual void WavesStateChanged(Invert.StateMachine.State value) { if (value is Wave) { this.OnWave(); } if (value is GameOver) { this.OnGameOver(); } if (value is WaitForNextWave) { this.OnWaitForNextWave(); } }
/// Subscribes to the state machine property and executes a method for each state. public override void MovementStateMachineChanged(Invert.StateMachine.State value) { base.MovementStateMachineChanged(value); }
/// Subscribes to the state machine property and executes a method for each state. public override void FireStateMachineChanged(Invert.StateMachine.State value) { base.FireStateMachineChanged(value); }
/// Subscribes to the state machine property and executes a method for each state. public override void WavesStateChanged(Invert.StateMachine.State value) { base.WavesStateChanged(value); }
/// Subscribes to the property and is notified anytime the value changes. public virtual void StateChanged(Invert.StateMachine.State value) { }