コード例 #1
0
ファイル: FSState.cs プロジェクト: ChestnutGames/boxing
 public FSState(IState obj, FiniteStateMachine owner, string name, FiniteStateMachine.EnterState e, FiniteStateMachine.PushState pu, FiniteStateMachine.PopState po)
 {
     mStateObject       = obj;
     mStateName         = name;
     mOwner             = owner;
     mEnterDelegate     = e;
     mPushDelegate      = pu;
     mPopDelegate       = po;
     mTranslationEvents = new Dictionary <string, FSEvent>();
 }
コード例 #2
0
ファイル: FSEvent.cs プロジェクト: ChestnutGames/boxing
 public FSEvent(string name, string target, FSState state, FiniteStateMachine owner, FiniteStateMachine.EnterState e, FiniteStateMachine.PushState pu, FiniteStateMachine.PopState po)
 {
     mStateOwner    = state;
     mEventName     = name;
     mTargetState   = target;
     mOwner         = owner;
     eType          = EventType.NONE;
     mEnterDelegate = e;
     mPushDelegate  = pu;
     mPopDelegate   = po;
 }
コード例 #3
0
ファイル: FSEvent.cs プロジェクト: dafei2015/UIProject
 public FSEvent(string mEventName, string mTargetState, FSState mStateOwner, FiniteStateMachine mOwner, FiniteStateMachine.EnterState mEnterDelegate, FiniteStateMachine.PushState mPushDelegate, FiniteStateMachine.PopState mPopDelegate)
 {
     this.mEventName = mEventName;
     this.mTargetState = mTargetState;
     this.mStateOwner = mStateOwner;
     this.mOwner = mOwner;
     this.mEnterDelegate = mEnterDelegate;
     this.mPushDelegate = mPushDelegate;
     this.mPopDelegate = mPopDelegate;
     this.eType = EventType.NONE;
 }
コード例 #4
0
ファイル: FSEvent.cs プロジェクト: yuisunn/UnityCrazy
 public FSEvent(string name, string target, FSState state, FiniteStateMachine owner, FiniteStateMachine.EnterState e, FiniteStateMachine.PushState pu, FiniteStateMachine.PopState po)
 {
     mStateOwner = state;
     mEventName = name;
     mTargetState = target;
     mOwner = owner;
     eType = EventType.NONE;
     mEnterDelegate = e;
     mPushDelegate = pu;
     mPopDelegate = po;
 }