public DHStateChangeEvent(DHStateMachine <T> stateMachine) { Target = stateMachine.Target; TargetStateMachine = stateMachine; NewState = stateMachine.CurrentState; PreviousState = stateMachine.PreviousState; }
public DHButton(string buttonID, ButtonDownMethodDelegate btnDown, ButtonPressedMethodDelegate btnPressed, ButtonUpMethodDelegate btnUp) { ButtonID = buttonID; ButtonDownMethod = btnDown; ButtonUpMethod = btnUp; ButtonPressedMethod = btnPressed; State = new DHStateMachine <ButtonStates>(null, false); State.ChangeState(ButtonStates.Off); }
protected virtual void Initialization() { Debug.Log(gameObject.name); _controller = GetComponent <DHPhysicsController>(); movementState = new DHStateMachine <CharacterStates.MovementStates>(gameObject, SendStateChangeEvents); conditionState = new DHStateMachine <CharacterStates.CharacterConditions>(gameObject, SendStateChangeEvents); overridingBehaviours = GetComponents <GenericBehaviour>(); mainCamera = Camera.main.GetComponent <CameraMMO>(); animator = GetComponent <Animator>(); rBody = GetComponent <Rigidbody>(); GetInputManager(); if (animator != null) { InitializeAnimatorParameters(); } }
protected virtual void Initialization() { behaviourManager = GetComponent <BasicBehaviour>(); _controller = GetComponent <DHPhysicsController>(); movement = behaviourManager.movementState; condition = behaviourManager.conditionState; speedFloat = Animator.StringToHash("Speed"); _animator = behaviourManager.GetAnimator; inputmanager = behaviourManager.LinkedInputManager; _rigidbody = behaviourManager.GetRigidBody; behaviourInitialized = true; if (_animator != null) { InitializeAnimatorParameters(); } }