/// <summary> /// Test conditionals are placed here. /// </summary> /// <param name="state"></param> /// <returns>true or false depending if transition conditions are met.</returns> public override string UpdateConditionalTest(baseState state) { ArtimechEditor theStateMachineEditor = (ArtimechEditor)state.m_UnityObject; if (theStateMachineEditor.ToConditionalStateNode != null) { return(m_ChangeStateName); } return(null); }
/// <summary> /// Test conditionals are placed here. /// </summary> /// <param name="state"></param> /// <returns>true or false depending if transition conditions are met.</returns> public override string UpdateConditionalTest(baseState state) { artBaseOkCancel okCancel = (artBaseOkCancel)state; if (okCancel.OkBool) { return(m_ChangeStateName); } return(null); }
/// <summary> /// Test conditionals are placed here. /// </summary> /// <param name="state"></param> /// <returns>true or false depending if transition conditions are met.</returns> public override string UpdateConditionalTest(baseState state) { string strOut = null; artBaseOkCancel chooseState = (artBaseOkCancel)state; if (chooseState.CancelBool) strOut = m_ChangeStateName; return strOut; }
/// <summary> /// Test conditionals are placed here. /// </summary> /// <param name="state"></param> /// <returns>true or false depending if transition conditions are met.</returns> public override string UpdateConditionalTest(baseState state) { artAddConditionalState conditionalState = (artAddConditionalState)state; if (conditionalState.LeftClickBool) { return(m_ChangeStateName); } return(null); }
/// <summary> /// Test conditionals are placed here. /// </summary> /// <param name="state"></param> /// <returns>true or false depending if transition conditions are met.</returns> public override string UpdateConditionalTest(baseState state) { artBaseDisplayOkCanel dState = (artBaseDisplayOkCanel)state; if (dState.CancelBool || dState.OkBool) { return(m_ChangeStateName); } return(null); }
/// <summary> /// Test conditionals are placed here. /// </summary> /// <param name="state"></param> /// <returns>true or false depending if transition conditions are met.</returns> public override string UpdateConditionalTest(baseState state) { artDisplayStates dState = (artDisplayStates)state; if (dState.SaveDataBool) { return(m_ChangeStateName); } return(null); }
/// <summary> /// Test conditionals are placed here. /// </summary> /// <param name="state"></param> /// <returns>true or false depending if transition conditions are met.</returns> public override string UpdateConditionalTest(baseState state) { string strOut = null; if (SimMgr.Inst.GameLose) { strOut = m_ChangeStateName; } return(strOut); }
public void Update(baseState state, utlMatrix34 mtx, artConfigurationData configData) { m_State = state; MoveBool = false; // input Event ev = Event.current; //stateEditorUtils.MousePos = ev.mousePosition; //if the mouse button is down. if (ev.type == EventType.MouseDown && ev.button == 0) { LeftMouseButton = true; if (m_MainBodyHover) { MoveBool = true; Selected = true; } if (m_ResizeBodyHover) { this.Resize = true; } if (this.m_TitleHover) { RenameBool = true; } } if (ev.type == EventType.MouseUp) { LeftMouseButton = false; Selected = false; Resize = false; //RenameBool = false; } //GUI.Window(m_Id, mtx.Transform(WinRect), DrawNodeWindow, m_WindowStateAlias); Vector3 startPos = GetStartPosForConditional(); for (int i = 0; i < this.ConditionLineList.Count; i++) { Vector3 endPos = GetEndPosForConditional(ConditionLineList[i]); Color shadowCol = new Color(0, 0, 1, 0.06f); //artGUIUtils.DrawArrowTranformed(mtx, startPos, endPos, WinRect, ConditionLineList[i].WinRect, 1, Color.black, 1, shadowCol, Color.white); artGUIUtils.DrawArrowTranformed(mtx, startPos, endPos, WinRect, ConditionLineList[i].WinRect, configData.ArrowLineWidth, configData.ArrowLineColor, configData.ArrowFillColor); } DrawNodeWindow(this.m_Id, configData); }
/// <summary> /// Test conditionals are placed here. /// </summary> /// <param name="state"></param> /// <returns>true or false depending if transition conditions are met.</returns> public override string UpdateConditionalTest(baseState state) { string strOut = null; if (utlDataAndFile.FindAFileInADirectoryRecursively(Application.dataPath, "StateMachine.txt") != null) { strOut = m_ChangeStateName; } return(strOut); }
/// <summary> /// Test conditionals are placed here. /// </summary> /// <param name="state"></param> /// <returns>true or false depending if transition conditions are met.</returns> public override string UpdateConditionalTest(baseState state) { string strOut = null; ArtimechEditor theStateMachineEditor = (ArtimechEditor)state.m_UnityObject; if (theStateMachineEditor.SelectedObj != theStateMachineEditor.WasSelectedObj) { strOut = m_ChangeStateName; } return(strOut); }
/// <summary> /// Test conditionals are placed here. /// </summary> /// <param name="state"></param> /// <returns>true or false depending if transition conditions are met.</returns> public override string UpdateConditionalTest(baseState state) { string strOut = null; ArtimechEditor theStateMachineEditor = (ArtimechEditor)state.m_UnityObject; if (theStateMachineEditor.GetResizeNode() != null) { strOut = m_ChangeStateName; } return(strOut); }
/// <summary> /// Test conditionals are placed here. /// </summary> /// <param name="state"></param> /// <returns>true or false depending if transition conditions are met.</returns> public override string UpdateConditionalTest(baseState state) { string strOut = null; aMechDie theScript = state.m_GameObject.GetComponent <aMechDie>(); if (theScript.DeathBool) { strOut = m_ChangeStateName; } return(strOut); }
/// <summary> /// Test conditionals are placed here. /// </summary> /// <param name="state"></param> /// <returns>true or false depending if transition conditions are met.</returns> public override string UpdateConditionalTest(baseState state) { string strOut = null; simMgrUpdate theState = (simMgrUpdate)state; if (theState.StateTime > theState.SpawnTimeLimit) { strOut = m_ChangeStateName; } return(strOut); }
/// <summary> /// Test conditionals are placed here. /// </summary> /// <param name="state"></param> /// <returns>true or false depending if transition conditions are met.</returns> public override string UpdateConditionalTest(baseState state) { string strOut = null; editorDisplayWindowsState theState = (editorDisplayWindowsState)state; if (theState.Save) { strOut = m_ChangeStateName; } return(strOut); }
/// <summary> /// Test conditionals are placed here. /// </summary> /// <param name="state"></param> /// <returns>true or false depending if transition conditions are met.</returns> public override string UpdateConditionalTest(baseState state) { string strOut = null; dieMoveOnSurface theScript = (dieMoveOnSurface)state; if (theScript.GoalReached) { strOut = m_ChangeStateName; } return(strOut); }
/// <summary> /// Test conditionals are placed here. /// </summary> /// <param name="state"></param> /// <returns>true or false depending if transition conditions are met.</returns> public override string UpdateConditionalTest(baseState state) { string strOut = null; editorRefactorState theState = (editorRefactorState)state; if (theState.ActionCancelled || theState.ActionConfirmed) { strOut = m_ChangeStateName; } return(strOut); }
/// <summary> /// Test conditionals are placed here. /// </summary> /// <param name="state"></param> /// <returns>true or false depending if transition conditions are met.</returns> public override string UpdateConditionalTest(baseState state) { string strOut = null; aMechInputController controller = state.m_GameObject.GetComponent <aMechInputController>(); if (controller.TouchScreen()) { strOut = m_ChangeStateName; } return(strOut); }
/// <summary> /// Test conditionals are placed here. /// </summary> /// <param name="state"></param> /// <returns>true or false depending if transition conditions are met.</returns> public override string UpdateConditionalTest(baseState state) { string strOut = null; dieProbeWorld theScript = (dieProbeWorld)state; if (!theScript.ProbeGood) { strOut = m_ChangeStateName; } return(strOut); }
/// <summary> /// Test conditionals are placed here. /// </summary> /// <param name="state"></param> /// <returns>true or false depending if transition conditions are met.</returns> public override string UpdateConditionalTest(baseState state) { string strOut = null; artChooseStateMachineName chooseState = (artChooseStateMachineName)state; if (chooseState.CancelBool) { strOut = m_ChangeStateName; } return(strOut); }
/// <summary> /// Test conditionals are placed here. /// </summary> /// <param name="state"></param> /// <returns>true or false depending if transition conditions are met.</returns> public override string UpdateConditionalTest(baseState state) { string strOut = null; stateGameBase gamebase = (stateGameBase)state; if (aMechInputController.Inst.TouchScreen() && gamebase.StateTime > 0.5f) { strOut = m_ChangeStateName; } return(strOut); }
/// <summary> /// Test conditionals are placed here. /// </summary> /// <param name="state"></param> /// <returns>true or false depending if transition conditions are met.</returns> public override string UpdateConditionalTest(baseState state) { string strOut = null; artLoadStates script = (artLoadStates)state; if (script.GoodLoad) { strOut = m_ChangeStateName; } return(strOut); }
/// <summary> /// Test conditionals are placed here. /// </summary> /// <param name="state"></param> /// <returns>true or false depending if transition conditions are met.</returns> public override string UpdateConditionalTest(baseState state) { string strOut = null; //check to see if the selected object has changed. ArtimechEditor editor = (ArtimechEditor)state.m_UnityObject; if (editor.SelectedObj == null) { strOut = m_ChangeStateName; } return(strOut); }
/// <summary> /// Test conditionals are placed here. /// </summary> /// <param name="state"></param> /// <returns>true or false depending if transition conditions are met.</returns> public override string UpdateConditionalTest(baseState state) { string strOut = null; stateGameBase gamebase = (stateGameBase)state; aMechCube script = gamebase.StateGameObject.GetComponent <aMechCube>(); if (gamebase.StateTime > script.m_UpTime) { strOut = m_ChangeStateName; } return(strOut); }
/// <summary> /// Test conditionals are placed here. /// </summary> /// <param name="state"></param> /// <returns>true or false depending if transition conditions are met.</returns> public override string UpdateConditionalTest(baseState state) { string strOut = null; #if UNITY_EDITOR editorDisplayWindowsState theState = (editorDisplayWindowsState)state; if (theState.CopyStateMachine) { strOut = m_ChangeStateName; } #endif return(strOut); }
/// <summary> /// Test conditionals are placed here. /// </summary> /// <param name="state"></param> /// <returns>true or false depending if transition conditions are met.</returns> public override string UpdateConditionalTest(baseState state) { string strOut = null; ArtimechEditor theStateMachineEditor = (ArtimechEditor)state.m_UnityObject; GameObject gmObject = (GameObject)theStateMachineEditor.SelectedObj; if (gmObject.GetComponent <iMachineBase>() == null) { strOut = m_ChangeStateName; } return(strOut); }
/// <summary> /// Test conditionals are placed here. /// </summary> /// <param name="state"></param> /// <returns>true or false depending if transition conditions are met.</returns> public override string UpdateConditionalTest(baseState state) { string strOut = null; #if ARTIMECH_THIS_SHOULD_NEVER_BE_TRUE_BUT_IS_AN_EXAMPLE_OF_A_CONDITION_BEING_TRUE This is an example of setting a contition to true if the gameobject falls below a certain height ingame. if (state.m_GameObject.transform.position.y <= 1000) { strOut = m_ChangeStateName; } #endif return(strOut); }
/// <summary> /// Test conditionals are placed here. /// </summary> /// <param name="state"></param> /// <returns>true or false depending if transition conditions are met.</returns> public override string UpdateConditionalTest(baseState state) { string strOut = null; ArtimechEditor theStateMachineEditor = (ArtimechEditor)state.m_UnityObject; for (int i = 0; i < theStateMachineEditor.VisualStateNodes.Count; i++) { if (theStateMachineEditor.VisualStateNodes[i].MoveBool) { strOut = m_ChangeStateName; return(strOut); } } return(strOut); }
// Update is called once per frame public void Update() { if (m_CurrentState == null) { // Debug.LogWarning(gameObject.name + " stateMachineBase doesn't have an m_CurrentState."); return; } baseState state = m_StateChanger.UpdateChangeStates(m_StateList, m_CurrentState, this, false); if (state != null) { m_CurrentState = state; } m_CurrentState.Update(); }
// Update is called once per frame protected void Update() { if (m_CurrentState == null) { // Debug.LogWarning(gameObject.name + " stateMachineBase doesn't have an m_CurrentState."); return; } baseState state = m_StateChanger.UpdateChangeStates(m_StateList, m_CurrentState, gameObject, m_DisplayStates); if (state != null) { m_CurrentState = state; } m_CurrentState.Update(); m_CurrentStateName = m_CurrentState.m_StateName; }
/// <summary> /// Test conditionals are placed here. /// </summary> /// <param name="state"></param> /// <returns>true or false depending if transition conditions are met.</returns> public override string UpdateConditionalTest(baseState state) { string strOut = null; aMechDie theScript = state.m_GameObject.GetComponent <aMechDie>(); if (theScript.gameObject.GetComponent <Rigidbody>().velocity.sqrMagnitude < theScript.FallVelocityThreshold) { m_FallTime += gameMgr.GetSeconds(); } if (theScript.gameObject.GetComponent <Rigidbody>().velocity.sqrMagnitude < theScript.FallVelocityThreshold && m_FallTime > theScript.FallTimeLimit) { strOut = m_ChangeStateName; } //utlDebugPrint.Inst.print(theScript.gameObject.GetComponent<Rigidbody>().velocity.sqrMagnitude.ToString()); return(strOut); }