public object GetProperty(E_PropType type) { int index = (int)type; if (_stateSet[index] != null) { return(_stateSet[index]._value); } return(null); }
public WorldStateProp(E_EventTypes eventType) { PropValue = new ValueEvent(eventType); PropType = E_PropType.E_EVENT; }
public WorldStateProp(UnityEngine.Vector3 vector) { PropValue = new ValueVector(vector); PropType = E_PropType.E_VECTOR; }
public WorldStateProp(Agent state) { PropValue = new ValueAgent(state); PropType = E_PropType.E_AGENT; }
public WorldStateProp(float state) { PropValue = new ValueFloat(state); PropType = E_PropType.E_FLOAT; }
public WorldStateProp(int state) { PropValue = new ValueInt(state); PropType = E_PropType.E_INT; }
public WorldStateProp(bool state) { PropValue = new ValueBool(state); PropType = E_PropType.E_BOOL; }
public WorldStateProp(UnityEngine.Vector3 vector) { Vector = vector; PropType = E_PropType.Vector; }
public void SetProperty(E_PropType type, object value) { _stateSet[(int)type] = new FSMWorldProp(type, value); }
public FSMWorldProp(E_PropType type, Object value) { _stateKey = type; _value = value; }
public WorldStateProp(AgentHuman state) { Agent = state; PropType = E_PropType.Agent; }
public WorldStateProp(float state) { Float = state; PropType = E_PropType.Float; }
public WorldStateProp(int state) { Int = state; PropType = E_PropType.Int; }
public WorldStateProp(bool state) { Bool = state; PropType = E_PropType.Bool; }
public WorldStateProp(E_CoverState state) { CoverState = state; PropType = E_PropType.CoverState; }
public WorldStateProp(AgentOrder.E_OrderType order) { PropValue = new ValueOrder(order); PropType = E_PropType.E_ORDER; }
public E_PropType GetWSPropertyType(E_PropType key) { return(E_PropType.E_BOOL); } // only bool now
public void SetProperty(E_PropType type, object value) { _currentState.SetProperty(type, value); }