public BehaviourHolder AddTransition(BehaviourHolder b, float chance = 1f)
        {
            transitions.Add(b);
            transitionChances.Add(chance);

            return(this);
        }
 public void SetCurrentBehaviour(int id)
 {
     if (current != null)
     {
         current.End();
     }
     current = behaviours[id];
     current.Beggin();
 }
 public void SetCurrentBehaviour(BehaviourHolder behaviour)
 {
     if (current != null)
     {
         current.End();
     }
     current = behaviour;
     current.Beggin();
 }
        public BehaviourHolder AddNewBehaviour()
        {
            var newBehaviour = new BehaviourHolder();

            newBehaviour.memory  = memory;
            newBehaviour.data    = data;
            newBehaviour.machine = this;

            behaviours.Add(newBehaviour);

            return(newBehaviour);
        }
 public BFilterRequireCharacterState AddComboTransition(BehaviourHolder s)
 {
     comboTransitions.Add(s); return(this);
 }