public void Update() { if (currentTransition != null && currentTransition.HasFinished()) { currentState = currentTransition.targetBehaviour; currentTransition = null; } else if (currentTransition == null) { EmotionStateMachineData data = new EmotionStateMachineData(); data.associatedEvent = new EmotionEvent(); data.associatedEvent.type = EmotionEvent.EmotionEventType.None; data.timestamp = ProceduralEngine.Instance.CurrentTimeNormalized; EvaluateTransitions(data); } }
protected void TriggerTransition(EmotionStateMachineTransition t) { t.StartTransition(); currentTransition = t; }