/// <summary> /// Instantly changes to the target state /// </summary> /// <param name="name">The name / identifier of the active state</param> private void ChangeState(string name) { StateBase newState = GetState(name); if (activeState != null) { activeState.OnExit(); } activeState = newState; activeState.OnEnter(); if (fromNameToTransitions.TryGetValue(name, out List <TransitionBase> currentTransitions)) { activeTransitions = currentTransitions; for (int i = 0; i < activeTransitions.Count; i++) { activeTransitions[i].OnEnter(); } } else { activeTransitions = noTransitions; } }
/// <summary> /// Instantly changes to the target state /// </summary> /// <param name="name">The name / identifier of the active state</param> private void ChangeState(string name) { if (!states.ContainsKey(name)) { System.Exception exception = new System.Exception( $"The state '{name}' has not been defined yet / doesn't exist" ); } if (activeState != null) { activeState.OnExit(); } activeState = states[name]; activeState.OnEnter(); if (transitions.ContainsKey(name)) { activeTransitions = transitions[name].ToArray(); for (int i = 0; i < activeTransitions.Length; i++) { activeTransitions[i].OnEnter(); } } else { activeTransitions = new Transition[] {}; } }
public override void OnExit() { beforeOnExit?.Invoke(this); state.OnExit(); afterOnExit?.Invoke(this); }