// 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; }
// Update is called once per frame protected void Update() { //m_DisplayStates = true; if (m_CurrentState == null) { //Debug.LogWarning(this.name + " stateEditorBase doesn't have an m_CurrentState."); //return; InitStates(); } baseState state = m_StateChanger.UpdateChangeStates(m_StateList, m_CurrentState, null, m_DisplayStates); if (state != null) { m_CurrentState = state; } m_CurrentState.Update(); m_CurrentStateName = m_CurrentState.m_StateName; }