public MMStateChangeEvent(MMStateMachine <T> stateMachine) { Target = stateMachine.Target; TargetStateMachine = stateMachine; NewState = stateMachine.CurrentState; PreviousState = stateMachine.PreviousState; }
public IMButton(string playerID, string buttonID, ButtonDownMethodDelegate btnDown, ButtonPressedMethodDelegate btnPressed, ButtonUpMethodDelegate btnUp) { ButtonID = playerID + "_" + buttonID; ButtonDownMethod = btnDown; ButtonUpMethod = btnUp; ButtonPressedMethod = btnPressed; State = new MMStateMachine <MMInput.ButtonStates> (null, false); State.ChangeState(MMInput.ButtonStates.Off); }
public IMButton(string buttonID, ButtonDownMethodDelegate btnDown = null, ButtonPressedMethodDelegate btnPressed = null, ButtonUpMethodDelegate btnUp = null) { ButtonID = buttonID; ButtonDownMethod = btnDown; ButtonUpMethod = btnUp; ButtonPressedMethod = btnPressed; State = new MMStateMachine <MMInput.ButtonStates>(null, false); State.ChangeState(MMInput.ButtonStates.Off); }
/// <summary> /// On init we initialize our state machine and start playing if needed /// </summary> protected virtual void Initialization() { _songsPlayedSoFar = 0; PlaylistState = new MMStateMachine <MMPlaylist.PlaylistStates>(this.gameObject, true); PlaylistState.ChangeState(PlaylistStates.Idle); if (Songs.Count == 0) { return; } if (PlayOnStart) { PlayFirstSong(); } }
/// <summary> /// On init we initialize our state machine and start playing if needed /// </summary> protected virtual void Initialization() { if (RandomOrder && RandomizeOrderSeed) { Random.InitState(System.Environment.TickCount); } _songsPlayedSoFar = 0; PlaylistState = new MMStateMachine <MMPlaylist.PlaylistStates>(this.gameObject, true); PlaylistState.ChangeState(PlaylistStates.Idle); if (Songs.Count == 0) { return; } if (PlayOnStart) { PlayFirstSong(); } }