public static ICodeBehaviour AddBehaviour(this GameObject gameObject, StateMachine stateMachine) { ICodeBehaviour behaviour = gameObject.AddComponent <ICodeBehaviour> (); behaviour.stateMachine = stateMachine; behaviour.EnableStateMachine(); return(behaviour); }
public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (behaviour == null) { behaviour = animator.gameObject.AddBehaviour(stateMachine); } else { behaviour.EnableStateMachine(); (behaviour.ActiveNode as State).Restart(); } }
public static ICodeBehaviour AddBehaviour(this GameObject gameObject, StateMachine stateMachine, int group, bool replaceIfExists) { ICodeBehaviour behaviour = gameObject.GetBehaviour(group); if (behaviour != null && replaceIfExists) { behaviour.stateMachine = stateMachine; behaviour.EnableStateMachine(); } else { behaviour = gameObject.AddBehaviour(stateMachine); behaviour.group = group; } return(behaviour); }
public void Init(ICodeBehaviour component) { this.owner = component; this.Root.SetVariable("Owner", this.owner.gameObject); this.isInitialized = true; }
public ComponentModel(ICodeBehaviour component, bool show) { this.component = component; this.show = show; }