Inheritance: StateMachineBehaviour
Exemple #1
0
 protected void CloseHandle(IAsyncResult result)
 {
     if (result != null)
     {
         Call.EndInvoke(result);
         ResetTrigger.Set();
         if (Coroutine != null && HasResult)
         {
             Coroutine(Result);
         }
         Loop();
     }
     if (!HasResult && Attempts >= Limit)
     {
         Result = OnFail();
     }
 }
Exemple #2
0
            public void Reset()
            {
                CallList.Clear();

                InitializeBehavior      = MockBehavior.DoNothing;
                InitializeResetBehavior = MockBehavior.DoNothing;
                StartBehavior           = MockBehavior.DoNothing;
                StopBehavior            = MockBehavior.DoNothing;
                ResetBehavior           = MockBehavior.DoNothing;
                DeinitializeBehavior    = MockBehavior.DoNothing;

                InitializeTrigger.Reset();
                InitializeResetTrigger.Reset();
                StartTrigger.Reset();
                StopTrigger.Reset();
                ResetTrigger.Reset();
                DeinitializeTrigger.Reset();
            }
Exemple #3
0
 void GetResetTrigger()
 {
     resetTrigger = this.gameObject.GetComponentInChildren <ResetTrigger>();
 }