void Update() { // if there is a current state, use the Methods within if (currentState != null) { currentState.Act(); } }
void Update() { currentState.CheckTransitions(); currentState.Act(); healthText.text = health.ToString(); healthText.transform.LookAt(GameObject.FindGameObjectWithTag("Player").transform); healthText.transform.Rotate(0, 180, 0); }
void Update() { // als we een state hebben: uitvoeren die hap if (currentState != null) { currentState.Reason(); currentState.Act(); } }
// Update is called once per frame void Update() { //This is where you run the 2 functions in each state currentState.CheckTransitions(); currentState.Act(); // print(currentState); }
void Update() { if (_currentState == null) { return; } _currentState.Reason(); _currentState.Act(); }
private void Update() { StateID id = currentState.Decide(); if (id != StateID.NULL) { PerformTransition(id); } currentState.Act(); }
void Update() { // als we een state hebben: uitvoeren die hap if (_currentState == null) { return; } _currentState.Reason(); _currentState.Act(); }
void Update() { currentState.CheckTransitions(); currentState.Act(); if (InAttackRange("Player") && (!hero.invisible || !hero.Emma.activeInHierarchy)) { enemyAnimator.SetTrigger("Attack"); } checkHealth(); }
public void UpdateFSM() { if (isActive) { currentState.Act(gameObject); // cumple las acciones del estado currentState.Reason(gameObject); // verifica si alguna transicion se activa } else { Debug.Log("La maquina de estados no esta activa"); } }
public void UpdateState() { if (currentState.Reason()) { currentState.Act(); } else { try { currentState = States[currentState.Leave()]; } catch { currentState = States[defaultState]; } currentState.Enter(obj, anim); } }
void Update() { currentState.CheckTransitions(); currentState.Act(); }
void FixedUpdate() { //Check for transitions and act on the current state currentState.CheckTransitions(); currentState.Act(); }
public override Move Act() { Enter(_state.Update()); return(_state.Act()); }
void Update() { currentState.Reason(); currentState.Act(); }
public void Act(Player player) { currentState.Act(player); }