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