public bool IsPrevState(UnitStateIndex state) { if (null == m_stateMachineManager) { return(false); } return(m_stateMachineManager.IsPrevState(state)); }
public void SetState(UnitStateIndex state) { if (null == m_stateMachineManager) { return; } m_stateMachineManager.SetState(state); }
public virtual void SetState(UnitStateIndex state) { m_prevState = m_currState; m_currState = m_states[(int)state]; if (null != m_prevState) { m_prevState.Exit(); } m_currState.Enter(); }
public void Init(Character owner) { CharacterStateMachine state = null; for (UnitStateIndex index = UnitStateIndex.Idle; index < UnitStateIndex.Max; ++index) { Util.CreateInstanceToString <CharacterStateMachine>(ref state, string.Format("{0}State", index.ToString())); state.Init(index, owner); m_states[(int)index] = state; } }
public bool IsPrevState(UnitStateIndex state) { if (null == m_prevState) { return(false); } if (m_prevState.GetStateIndex() == state) { return(true); } return(false); }
public virtual void Init(UnitStateIndex stateIndex, Character owner) { m_stateIndex = stateIndex; m_owner = owner; }