protected override void OnEnter(StateEnterEventArgs e) { base.OnEnter(e); var r = GetContext <ColorGenData> (); r.root.PerformColorCheck(r); }
protected override void OnEnter(StateEnterEventArgs e) { base.OnEnter(e); // Could have generated the random Color here and passed it to the next state (ValidateColorState) by using : //e.Redirect.TargetStateToken = RandomColorizeStateTokens.ValidateColor; //e.Redirect.TargetStateData = generatedColor; //but let's wait for the user to click on the Generate Next Color button to perform the RandomColorizeActionTokens.Next action }
protected override void OnEnter(StateEnterEventArgs e) { base.OnEnter(e); var context = (StateMachineTestContext)Context; Assert.AreEqual(context.TestStatus, 2); context.TestStatus++; }
protected override void OnEnter(StateEnterEventArgs e) { base.OnEnter(e); var sm = (ShopStateMachine)StateManager; if (sm.IsFastBuyActive) { sm.PaymentMean = ShopStateMachine.DefaultPaymentMean; e.Redirect.TargetStateToken = ShopStateTokens.ThankYou; } }
protected override void OnEnter(StateEnterEventArgs e) { base.OnEnter(e); List <object> modifiableUI = e.Data as List <object>; GameObject sprite = modifiableUI[0] as GameObject; UnityEngine.Color nColor = (UnityEngine.Color)modifiableUI[2]; Renderer rend = sprite.GetComponent <Renderer>(); rend.material.shader = Shader.Find("Unlit/BCColorShader"); rend.material.SetColor("_TintColor", nColor); }
protected override void OnEnter(StateEnterEventArgs e) { base.OnEnter(e); ColorHandler infos = GetContext <ColorHandler>(); int displayDurationInSeconds = new System.Random().Next(1, MAX_DURATION + 1); if (OnDisplayColor != null) { OnDisplayColor(displayDurationInSeconds, infos.CurrentColor); } }
protected override void OnEnter(StateEnterEventArgs e) { base.OnEnter(e); List <object> modifiableUI = e.Data as List <object>; GameObject image = modifiableUI[0] as GameObject; GameObject label = modifiableUI[1] as GameObject; UnityEngine.Color nColor = (UnityEngine.Color)modifiableUI[2]; if (nColor != image.GetComponent <Renderer>().material.GetColor("_TintColor")) { label.GetComponent <Text>().text = "Valid color"; e.Redirect.TargetStateData = e.Data; e.Redirect.TargetStateToken = ColorGeneratorFSMStateTokens.Display; } else { label.GetComponent <Text>().text = "Invalid color"; } }
protected override void OnEnter(StateEnterEventArgs e) { base.OnEnter(e); }
protected override void OnEnter(StateEnterEventArgs e) { base.OnEnter(e); PrintCurrentState(); }
public override void OnEnter(StateEnterEventArgs e) { InitTrackGroup(); base.OnEnter(e); }