// Use this for enter state public override void OnStateBegin() { ArborFSM stateMachine = _StateMachine.value as ArborFSM; if (stateMachine != null) { stateMachine.Play(); } }
// Use this for enter state public override void OnStateBegin() { if (_StateMachine != null) { _ArgumentList.UpdateInput(_StateMachine, GraphArgumentUpdateTiming.Enter); _StateMachine.enabled = true; _StateMachine.Play(); } }
protected override void OnStart() { _IsFinished = false; if (_StateMachine != null) { _ArgumentList.UpdateInput(_StateMachine, GraphArgumentUpdateTiming.Enter); _StateMachine.enabled = true; _StateMachine.Play(); } }
protected override void OnStart() { CreateFSM(); _IsFinished = false; if (_RuntimeFSM != null) { _ArgumentList.UpdateInput(_RuntimeFSM, GraphArgumentUpdateTiming.Enter); _RuntimeFSM.gameObject.SetActive(true); _RuntimeFSM.Play(); } }
protected override void OnExecute() { ArborFSM stateMachine = _StateMachine.value as ArborFSM; if (stateMachine != null) { stateMachine.Play(); FinishExecute(true); } else { FinishExecute(false); } }
// Use this for enter state public override void OnStateBegin() { using (new ProfilerScope("SubStateMachineReference.OnStateBegin")) { CreateFSM(); if (_RuntimeFSM != null) { _ArgumentList.UpdateInput(_RuntimeFSM, GraphArgumentUpdateTiming.Enter); _RuntimeFSM.gameObject.SetActive(true); _RuntimeFSM.Play(); } } }