private void CheckTransitions(GamePlayCoreContext context) => transitions.ForEach(transition => { if (transition.decision.Decide(context)) { context.TransitionToState(transition.trueState); } });
public override void Act(GamePlayCoreContext context) => gameEvent.Broadcast();
public abstract void Act(GamePlayCoreContext context);
public override bool Decide(GamePlayCoreContext context) => Input.GetKeyDown(keyCode);
public void LeaveState(GamePlayCoreContext context) => leaveActions.ForEach(action => action.Act(context));
public void UpdateState(GamePlayCoreContext context) { updateActions.ForEach(action => action.Act(context)); CheckTransitions(context); }
public void StartState(GamePlayCoreContext context) => startActions.ForEach(action => action.Act(context));
public abstract bool Decide(GamePlayCoreContext context);
public override void Act(GamePlayCoreContext context) => gameObjectRuntimeSet.list.Clear();
public override void Act(GamePlayCoreContext context) => targetBoolVar.value = boolRef.Value;