public bool OnJointBreak2D(Joint2D joint) { for (int i = 0; i < this.ActiveActions.get_Count(); i++) { SkillStateAction fsmStateAction = this.ActiveActions.get_Item(i); fsmStateAction.Init(this); fsmStateAction.DoJointBreak2D(joint); } this.RemoveFinishedActions(); return(this.fsm.IsSwitchingState); }
public bool OnTriggerExit2D(Collider2D other) { for (int i = 0; i < this.ActiveActions.get_Count(); i++) { SkillStateAction fsmStateAction = this.ActiveActions.get_Item(i); fsmStateAction.Init(this); fsmStateAction.DoTriggerExit2D(other); } this.RemoveFinishedActions(); return(this.fsm.IsSwitchingState); }
public bool OnControllerColliderHit(ControllerColliderHit collider) { for (int i = 0; i < this.ActiveActions.get_Count(); i++) { SkillStateAction fsmStateAction = this.ActiveActions.get_Item(i); fsmStateAction.Init(this); fsmStateAction.DoControllerColliderHit(collider); } this.RemoveFinishedActions(); return(this.fsm.IsSwitchingState); }
public bool OnCollisionExit2D(Collision2D collisionInfo) { for (int i = 0; i < this.ActiveActions.get_Count(); i++) { SkillStateAction fsmStateAction = this.ActiveActions.get_Item(i); fsmStateAction.Init(this); fsmStateAction.DoCollisionExit2D(collisionInfo); } this.RemoveFinishedActions(); return(this.fsm.IsSwitchingState); }
public bool OnParticleCollision(GameObject other) { for (int i = 0; i < this.ActiveActions.get_Count(); i++) { SkillStateAction fsmStateAction = this.ActiveActions.get_Item(i); fsmStateAction.Init(this); fsmStateAction.DoParticleCollision(other); } this.RemoveFinishedActions(); return(this.fsm.IsSwitchingState); }
public bool OnAnimatorIK(int layerIndex) { for (int i = 0; i < this.ActiveActions.get_Count(); i++) { SkillStateAction fsmStateAction = this.ActiveActions.get_Item(i); fsmStateAction.Init(this); fsmStateAction.DoAnimatorIK(layerIndex); } this.RemoveFinishedActions(); return(this.fsm.IsSwitchingState); }
public bool OnEvent(SkillEvent fsmEvent) { bool flag = false; for (int i = 0; i < this.ActiveActions.get_Count(); i++) { SkillStateAction fsmStateAction = this.ActiveActions.get_Item(i); fsmStateAction.Init(this); flag = fsmStateAction.Event(fsmEvent); } return(this.fsm.IsSwitchingState || flag); }
public void OnUpdate() { if (this.finished) { return; } this.StateTime += Time.get_deltaTime(); for (int i = 0; i < this.ActiveActions.get_Count(); i++) { SkillStateAction fsmStateAction = this.ActiveActions.get_Item(i); fsmStateAction.Init(this); fsmStateAction.OnUpdate(); } this.CheckAllActionsFinished(); }
public void OnExit() { this.active = false; this.finished = false; SkillStateAction[] array = this.Actions; for (int i = 0; i < array.Length; i++) { SkillStateAction fsmStateAction = array[i]; if (fsmStateAction.Entered) { this.activeAction = fsmStateAction; fsmStateAction.Init(this); fsmStateAction.OnExit(); } } }