void FixedUpdate() { if (Active) { currentState.Act(playerTransform, gameObject); FSMFixedUpdate(); } }
public virtual void FSMUpdate() { FSMTransition transition = _currentState.CheckTransitions(); if (transition != null) { DoTransition(transition.TargetState); } else { _currentState.Act(); } }
public void Update(GameObject npc) { currenState.Act(npc); currenState.Reason(npc); }
public void Act(EnemyStateData data) { currentState.Act(data); }
public void Update() { currentState.Act(player, npc); currentState.Reason(player, npc); }
public void Update(GameObject role)//统一更新FSMState子类的两个重新定义的函数 { currentState.Act(role); currentState.Reason(role); }
/// <summary> /// 更新当前状态行为 /// </summary> public void UpdateFSM() { currentState.Act(); currentState.Reason(); }
public void UpdateFsm(MonsterController npc) { FSMstate.Act(npc); FSMstate.Reason(npc); }