/// <summary> /// Called when the state machine transitions from a state to another. /// </summary> /// <param name="e">Custom event arguments.</param> protected virtual void OnStateChanged(StateChangedEventArgs e) { StateChanged?.Invoke(this, e); }
/// <summary> /// UI Setups /// </summary> public void SetupGUI(object sender, Bitcraft.StateMachine.StateChangedEventArgs e) { generateColorSection.gameObject.SetActive(e.NewState.Token == BitcraftTestStateTokens.GenerateColor); validateColorSection.gameObject.SetActive(e.NewState.Token == BitcraftTestStateTokens.ValidateColor); showColorSection.gameObject.SetActive(e.NewState.Token == BitcraftTestStateTokens.DisplayColor); }