public BehaviourHolder AddTransition(BehaviourHolder b, float chance = 1f) { transitions.Add(b); transitionChances.Add(chance); return(this); }
public void SetCurrentBehaviour(int id) { if (current != null) { current.End(); } current = behaviours[id]; current.Beggin(); }
public void SetCurrentBehaviour(BehaviourHolder behaviour) { if (current != null) { current.End(); } current = behaviour; current.Beggin(); }
public BehaviourHolder AddNewBehaviour() { var newBehaviour = new BehaviourHolder(); newBehaviour.memory = memory; newBehaviour.data = data; newBehaviour.machine = this; behaviours.Add(newBehaviour); return(newBehaviour); }
public BFilterRequireCharacterState AddComboTransition(BehaviourHolder s) { comboTransitions.Add(s); return(this); }