public void ChangeState(BaseEntityState <SceneMain> newState) { // ステートチェンジ stateMachine.ChangeState(newState); // ステート同期用メッセージ char[] newStateName = newState.GetType().FullName.ToCharArray(); SyncStateInfo info; info.cStateName = new char[128]; for (int i = 0; i < newStateName.Length; i++) { info.cStateName[i] = newStateName[i]; } MessageManager.Dispatch(playerManager.GetMyPlayerID(), MessageType.SyncState, info); }
public bool isInState(BaseEntityState <entity_type> st) { return(currentState.GetType() == st.GetType()); }