예제 #1
0
        /// <summary>
        /// Queues up a state to be transitioned to after the current Update.
        /// </summary>
        /// <param name="state"></param>
        // public void ChangeState(int state, params object[] parameters)
        public void ChangeState(int state, DataPackageBase data)
        {
            Log.Make("Queuing change from " + stateID + " to " + state);

            DestinationState = state;
            // DestinationStateParameters = parameters;
            DestinationStateDataPackage = data;
        }
예제 #2
0
        public override void OnEnter(DataPackageBase data)
        {
            if (myTransform == null)
            {
                myTransform = FSM.Actor.transform;
            }

            if (myRigidbody == null)
            {
                myRigidbody = FSM.Actor.GetComponent <Rigidbody>();
            }
        }
예제 #3
0
        public override void OnEnter(DataPackageBase data)
        {
            DataPackage package = data as DataPackage;

            counter = 0;

            if (myRigidbody == null)
            {
                myRigidbody = FSM.Actor.GetComponent <Rigidbody>();
            }

            AttackType = package.InputType;
        }
예제 #4
0
        /// <summary>
        /// Process any state changes that were made during the Update function.
        /// </summary>
        protected virtual void ProcessStateChange()
        {
            if (DestinationState != null)
            {
                try
                {
                    FSM.ChangeState((int)DestinationState, DestinationStateDataPackage);
                }
                catch (Exception ex)
                {
                    Debug.LogError("Error in FSM.ChangeState: " + ex.ToString());
                }

                DestinationState            = null;
                DestinationStateDataPackage = null;
            }
        }
예제 #5
0
        //public virtual void OnEnter(object[] parameters) { }

        public virtual void OnEnter(DataPackageBase data)
        {
        }