Reason() public abstract method

public abstract Reason ( GameObject, player, GameObject, npc ) : void
player GameObject,
npc GameObject,
return void
Esempio n. 1
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    public void Update()
    {
        currentState.Reason(this);

        currentState.ActionState(this);

        SearchTarget();
    }
Esempio n. 2
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 public void Update()
 {
     if (m_curState != null)
     {
         m_curState.Reason(m_owner);
         m_curState.Excute(m_owner);
     }
 }
Esempio n. 3
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 // Update is called once per frame
 void Update()
 {
     if (Active)
     {
         currentState.Reason(playerTransform, gameObject);
         FSMUpdate();
     }
 }
Esempio n. 4
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    // Update is called once per frame
    void Update()
    {
        if (Active)
        {
            currentState.Reason(playerTransform, gameObject);
            FSMUpdate();
        }

        //Code to show Current State in Inspector
        CurrentStateID = currentState.StateID;
    }
Esempio n. 5
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 public void Update()
 {
     //currentState.Reason(this);
     //currentState.Action(this);
     if (currentState != null)
     {
         //当前状态下的行为
         currentState.Action(this);
         //当前状态下转换条件的检测
         currentState.Reason(this);
     }
 }
Esempio n. 6
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 public void Update(GameObject npc)
 {
     currenState.Act(npc);
     currenState.Reason(npc);
 }
Esempio n. 7
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 public void OnUpdate(GameObject npc)
 {
     currentState.Action(npc);
     currentState.Reason(npc);
 }
 public void Reason(EnemyStateData data)
 {
     currentState.Reason(data);
 }
Esempio n. 9
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 public void Update()
 {
     currentState.Act(player, npc);
     currentState.Reason(player, npc);
 }
Esempio n. 10
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 public void Update(GameObject role)//统一更新FSMState子类的两个重新定义的函数
 {
     currentState.Act(role);
     currentState.Reason(role);
 }
Esempio n. 11
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 /// <summary>
 /// 更新当前状态行为
 /// </summary>
 public void UpdateFSM()
 {
     currentState.Act();
     currentState.Reason();
 }
Esempio n. 12
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 public void UpdateFsm(MonsterController npc)
 {
     FSMstate.Act(npc);
     FSMstate.Reason(npc);
 }