public override void OnStateUpdate() { if (_StateMachine != null) { _ArgumentList.UpdateInput(_StateMachine, GraphArgumentUpdateTiming.Execute); _StateMachine.ExecuteUpdate(); } }
public override void OnStateUpdate() { if (_RuntimeFSM != null) { _ArgumentList.UpdateInput(_RuntimeFSM, GraphArgumentUpdateTiming.Execute); _RuntimeFSM.ExecuteUpdate(); } }
protected override void OnExecute() { if (_RuntimeFSM != null) { _ArgumentList.UpdateInput(_RuntimeFSM, GraphArgumentUpdateTiming.Execute); _RuntimeFSM.ExecuteUpdate(true); if (_IsFinished) { _RuntimeFSM.Stop(); _RuntimeFSM.gameObject.SetActive(false); FinishExecute(_Success); } } }
protected override void OnExecute() { if (_StateMachine != null) { _ArgumentList.UpdateInput(_StateMachine, GraphArgumentUpdateTiming.Execute); _StateMachine.ExecuteUpdate(true); if (_IsFinished) { _StateMachine.Stop(); _StateMachine.enabled = false; FinishExecute(_Success); } } }