public void Execute() { if (_condition.Evaluate()) { _command.Start(); } }
public void SelectState(BehaiourState state) { Stop(); IGameAction action; if (!_behaviours.TryGetValue(state, out action)) { return; } _current = action; _state = state; _current.Ended += OnActionEnd; _current.Start(); }
protected override void OnStart() { _leftCount = _loopsCount; _owner.Ended += OnCommandComplete; _owner.Start(); }
public void OnEvent(CreateGameEvent args) { _createAction.Start(); }