public CharacterStateType ChangeByState(CharacterEditorStateData dt, CharacterStateType state) { if (IsStateExist(state) || state == CharacterStateType.ENTER_SCENE || state == CharacterStateType.UNDEFINE) { //Debug.Log("error state or exist state"); return(dt.m_oldStateType); } dt.Init(state); return(state); }
public void AddNewState(CharacterStateType state) { if (IsStateExist(state)) { return; } CharacterEditorStateData dt = new CharacterEditorStateData(); dt.Init(state); m_lsStates.Add(dt); }