예제 #1
0
        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);
                }
            }
        }
예제 #2
0
        protected override void OnExecute()
        {
            if (_StateMachine != null)
            {
                _ArgumentList.UpdateInput(_StateMachine, GraphArgumentUpdateTiming.Execute);

                _StateMachine.ExecuteUpdate(true);

                if (_IsFinished)
                {
                    _StateMachine.Stop();
                    _StateMachine.enabled = false;

                    FinishExecute(_Success);
                }
            }
        }
예제 #3
0
        // Use this for enter state
        public override void OnStateBegin()
        {
            ArborFSM stateMachine = _StateMachine.value as ArborFSM;

            if (stateMachine != null)
            {
                stateMachine.Stop();
            }
        }
예제 #4
0
        // Use this for exit state
        public override void OnStateEnd()
        {
            if (_StateMachine != null)
            {
                _StateMachine.Stop();
                _StateMachine.enabled = false;

                _ArgumentList.UpdateOutput(_StateMachine);
            }
        }
예제 #5
0
        // Use this for exit state
        public override void OnStateEnd()
        {
            using (new ProfilerScope("SubStateMachineReference.OnStateEnd"))
            {
                if (_RuntimeFSM != null)
                {
                    _RuntimeFSM.Stop();
                    _RuntimeFSM.gameObject.SetActive(false);

                    _ArgumentList.UpdateOutput(_RuntimeFSM);
                }
            }
        }
        protected override void OnExecute()
        {
            ArborFSM stateMachine = _StateMachine.value as ArborFSM;

            if (stateMachine != null)
            {
                stateMachine.Stop();
                FinishExecute(true);
            }
            else
            {
                FinishExecute(false);
            }
        }