// Examine transitions leading out from the current state // If a condition is activated, change the current state and // take all the actions linked to: // 1. Exit from the current state // 2. The activated transition // 3. Enter to the new state // If no transition is activated, take the actions associated // to staying in the current state public void Update() // NOTE: this is NOT a MonoBehaviour { FSMTransition transition = current.VerifyTransitions(); if (transition != null) { current.Exit(); transition.Fire(); current = current.NextState(transition); current.Enter(); } else { current.Stay(); } }
public void Update() { FSMTransition transition = current.VerifyTransitions(); if (transition != null) { current.Exit(); transition.Fire(); current = current.NextState(transition); current.Enter(); } else { current.Stay(); } }