public State To(string name, Condition switchCondition, EnterState enter = null, UpdateState update = null, FixedUpdateState fixedUpdate = null, ExitState exit = null ) { State stateToAdd = stateMachine.GetState(name); if (stateToAdd == null) { stateToAdd = stateMachine.AddState(name, enter, update, fixedUpdate, exit); } StateOutput output = new StateOutput(); output.condition = switchCondition; output.toState = stateToAdd; outputStates.Add(output); return(output.toState); }
public void Update() { State maybeNewState; AnyState maybeAnyState = null; for (int i = 0; i < anyStates.Count; ++i) { StateOutput output = anyStates[i]; if (output.toState != currentState && output.condition()) { maybeAnyState = output.toState as AnyState; maybeAnyState.SetPreviousState(currentState); } } maybeNewState = currentState.Update(maybeAnyState); if (maybeNewState != null) { currentState = maybeNewState; } }
public AnyState AnyState(string name, Condition switchCondition, EnterState enter = null, UpdateState update = null, FixedUpdateState fixedUpdate = null, ExitState exit = null ) { AnyState stateToAdd = GetState(name) as AnyState; if (stateToAdd == null) { stateToAdd = new AnyState(this, name, enter, update, fixedUpdate, exit); } StateOutput output = new StateOutput(); output.condition = switchCondition; output.toState = stateToAdd; anyStates.Add(output); states.Add(name, stateToAdd); return(stateToAdd); }