private void NextState() { m_currentAction.OnActionFinished(); m_currentActionIndex++; m_currentAction = m_actions[m_currentActionIndex]; m_currentAction.OnActionBegin(); }
public virtual void OnStateEnter() { m_currentAction = m_actions[0]; for (int i = 0; i < m_actions.Length; i++) { m_actions[i].CurrentStoryStateBase = this; m_currentAction.OnActionBegin(); } }
public void FinisheAction(StoryAction stroyAction) { stroyAction.OnActionFinished(); if (m_currentActionIndex + 1 < m_actions.Length) { NextState(); } else { m_currentAction = null; } }
public virtual void FinishAction(StoryAction action) { m_currentStoryStateBase.FinisheAction(action); }