private bool MoveCommon(FStatesLocomotion moveType, bool fullspeed = true, DistanceType?stopMovementCondition = null) { StopMovementCondition = stopMovementCondition; if (!CurrentLocomotionType.CanMove() || HasReachedDestination()) { // StopMovementCondition = null; // StopMovementConditions.NONE; return(false); } _fullspeed = fullspeed; FSM.ChangeState(moveType); return(true); }
private void OnStateChanged_Listener(FStatesLocomotion state) { CurrentLocomotionType.OnStateChange(state); }