/// <summary> /// Constructor /// </summary> public AIProcessor( ) : base( ) { this.MyRef = this; this.States = new Dictionary <string, GameAIState>( ); }
/// <summary> /// On quit the current state. /// </summary> /// <param name="owner" >Index of the game object who "own" the state machine component</param> /// <param name="ai_processor" >Reference to the current A.I. processor</param> /// <param name="game_time" >Reference to the current game time</param> /// <param name="world" >Reference to the current game world</param> /// <param name="processor_manager" >Reference to the current game processor manager</param> public abstract void OnQuit(int owner, ref AIProcessor ai_processor, ref GameTime game_time, ref GameWorld world, ref GameProcessorManager processor_manager);