public void Update() { currentState.Reason(this); currentState.ActionState(this); SearchTarget(); }
public void Update() { if (m_curState != null) { m_curState.Reason(m_owner); m_curState.Excute(m_owner); } }
// Update is called once per frame void Update() { if (Active) { currentState.Reason(playerTransform, gameObject); FSMUpdate(); } }
// Update is called once per frame void Update() { if (Active) { currentState.Reason(playerTransform, gameObject); FSMUpdate(); } //Code to show Current State in Inspector CurrentStateID = currentState.StateID; }
public void Update() { //currentState.Reason(this); //currentState.Action(this); if (currentState != null) { //当前状态下的行为 currentState.Action(this); //当前状态下转换条件的检测 currentState.Reason(this); } }
public void Update(GameObject npc) { currenState.Act(npc); currenState.Reason(npc); }
public void OnUpdate(GameObject npc) { currentState.Action(npc); currentState.Reason(npc); }
public void Reason(EnemyStateData data) { currentState.Reason(data); }
public void Update() { currentState.Act(player, npc); currentState.Reason(player, npc); }
public void Update(GameObject role)//统一更新FSMState子类的两个重新定义的函数 { currentState.Act(role); currentState.Reason(role); }
/// <summary> /// 更新当前状态行为 /// </summary> public void UpdateFSM() { currentState.Act(); currentState.Reason(); }
public void UpdateFsm(MonsterController npc) { FSMstate.Act(npc); FSMstate.Reason(npc); }