internal void Update() { if (CurState != null) { CurState.OnUpdate(); } }
public void OnUpdate() { if (CurState == null) { return; } CurState.OnUpdate(); if (CurState.IsFinished) { CurState.OnExit(); CurState = DefState; CurState.OnEnter(); } else if (_curEvent != null) { FSMState next = StateFromEvent(_curEvent); if (next == null) { UnityEngine.Debug.Log(string.Format("fail to transfer next FSMState via event code {0}", _curEvent.EventCode)); _curEvent = null; return; } CurState.OnExit(); CurState = next; CurState.OnEnter(_curEvent); _curEvent = null; } }
//更新 public void OnUpdate(float step) { if (CurState != null) { CurState.OnUpdate(step); } }
public void Update() { if (CurState != null) { CurState.OnUpdate(); } }
public void Update() { if (CurState != null) { CurrentStateTime += Time.deltaTime; CurState.OnUpdate(); } OnUpdate(); }
public override void OnSyncedUpdate() { if (CurState != null) { CurState.OnUpdate(); } mActorBuffManager.OnUpdate(); AllTSTransform.OnUpdate(); RotateTSTransform.OnUpdate(); }