public Update ( GameObject, player, GameObject, npc ) : void | ||
player | GameObject, | |
npc | GameObject, | |
리턴 | void |
public void Update(float timeDelta) { if (_currentState != null && enabled) { _currentState.Update(timeDelta); } }
private void Update() { if (m_currentState.Update != null) { m_currentState.Update(); } }
public void update(float deltaTime) { if (nextStateID != uint.MaxValue && nextStateID != currentState.ID) { doChangeState(nextStateID); } currentState.Update(deltaTime); }
public void Update() { if (globalState != null) { globalState.Update(owner); } if (currentState != null) { currentState.Update(owner); } }
public void Update(float i_DeltaTime) { if (m_CurrentState != null) { m_CurrentState.Update(i_DeltaTime); int nextStateId = m_CurrentState.DoTransitions(i_DeltaTime); if (nextStateId != Hash.s_NULL) { SetState(nextStateId); } } }
public void Update() { _currentState.Update(); }