private FSM.State OnTimeUp() { time = 0; cycles++; if (cycles < Times) { OnReenterCallback?.Invoke(); return(this); } if (NextState == this && OnReenterCallback != null) { OnReenterCallback(); } return(NextState); }
public void InvokeCallback() { callback?.Invoke(); }
public XState Trigger() { mTransitionCallback?.Invoke(); return(mToState); }