public GameState(StateID id, DelegateOnEnter onEnter, DelegateOnEnter onExit = null, DelegateOnEnter onUpdate = null, DelegateOnEnter onFixedUpdate = null) : base((int)id, onEnter, onExit, onUpdate, onFixedUpdate) { }
//protected BoardMemory mBoard; //protected FiniteStateMachine mFsm; public GameState(StateID id, DelegateOnEnter onEnter, DelegateOnEnter onExit = null, DelegateOnEnter onUpdate = null, DelegateOnEnter onFixedUpdate = null) : base((int)id, onEnter, onExit, onUpdate, onFixedUpdate) { //ID = (int)id; //OnEnter = onEnter; //OnExit = onExit; //OnUpdate = onUpdate; //OnFixedUpdate = onFixedUpdate; }
public State(int id, DelegateOnEnter onEnter, DelegateOnEnter onExit, DelegateOnEnter onUpdate, DelegateOnEnter onFixedUpdate) { ID = id; OnEnter = onEnter; OnExit = onExit; OnUpdate = onUpdate; OnFixedUpdate = onFixedUpdate; }
/// <summary> /// 最后清理.</summary> public void Cleanup() { _luaOnEnter = null; _luaOnLeave = null; _luaOnUpdate = null; _luaOnDestroy = null; _workerTable = null; if (_scriptEnv != null) { _scriptEnv.Dispose(); } _scriptEnv = null; }