public State() { this.OnInit = null; this.OnUpdate = null; this.OnTerminate = null; StateStatus = 0; }
/// <summary> /// Update the state and trigger corresponding event /// </summary> public virtual void UpdateState(E newState) { // Prevent if ((preventReupdateSameState == true) && (newState.Equals(CurrentState))) { LogConsoleWarning("Preventing reupdating same state : <color=gray>" + newState.ToString() + "</color>"); return; } LastState = CurrentState; CurrentState = newState; if (StateUpdateEvent != null) { StateUpdateEvent.Invoke(new StateBEHandle <E>(newState, LastState)); } }
public bool OnUpdate(StateUpdateEvent evnt) { mOnUpdateCalledCount++; return(false); }
override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { StateUpdateEvent.Invoke(); }
public GameState() { OnStateChange = new StateUpdateEvent(); CurrentState = new State(); lastState = CurrentState; }