// [System.NonSerialized] // public bool DontUpdate = true; // public void AddAction(AgentAction _action) { Debug.Log(_action.ToString()); _ActiveActions.Add(_action); // todo: call HandleAction... for (int i = 0; i < _ActionHandles.Count; i++) { _ActionHandles[i].HandleAction(_action); } }
public virtual void OnActivate(AgentAction action) // state is being activated { if (Owner.debugAnims) { Debug.Log(Time.timeSinceLevelLoad + " " + this.ToString() + " Activate " + " by " + (action != null ? action.ToString() : "nothing")); } SetFinished(false); Initialize(action); }
public override string ToString() { return(_action.ToString() + "->" + _nextState.ToString() + ":" + _probability); }