Пример #1
0
        /// <summary>
        /// Creates a StateTransitionAsset and adds it to the state machine's set of transitions.
        /// </summary>
        /// <remarks>
        /// This will save any unsaved changes with the state machine to disk.
        /// </remarks>
        /// <param name="dst">the target state for the transition</param>
        /// <returns>the created transition asset</returns>
        public StateTransitionAsset CreateTransition(BaseStateAsset dst)
        {
            Initialize();
            var transition = StateTransitionAsset.Create(this, dst);

            _transitions.Add(transition);
#if UNITY_EDITOR
            StateMachine.AppendSubAsset(transition);
#endif
            return(transition);
        }
 public TransitionNode FindTransition(StateTransitionAsset asset) => _transitionNodes.FirstOrDefault(s => s.Asset == asset);
Пример #3
0
 /// <summary>
 /// Removes and destroys a transition from the state.
 /// </summary>
 /// <param name="transition"></param>
 /// <returns></returns>
 public bool RemoveTransition(StateTransitionAsset transition) => RemoveTransition(t => t == transition);