public void Reset(SkillHsmConfigHSMTreeData HSMTreeData) { HSMAnalysis analysis = new HSMAnalysis(); _iconditionCheck = new ConditionCheck(); analysis.Analysis(HSMTreeData, _iconditionCheck, this, ref _hsmStateMachine); _hsmStateMachine.SetAutoTransitionState(true); }
public void Init() { SkillHsmConfigHSMTreeData skillHsmData = SkillEventHandler.Instance.GetSkillHsmConfigData(_skill.SkillData.HandleFile); if (null == skillHsmData) { UnityEngine.Debug.LogError("SkillHsmData is null:" + _skill.weaponId + " " + _skill.SkillData.HandleFile); return; } _iconditionCheck = new ConditionCheck(); HSMAnalysis analysis = new HSMAnalysis(); analysis.Analysis(skillHsmData, _iconditionCheck, this, ref _hsmStateMachine); if (null != _hsmStateMachine) { _hsmStateMachine.SetAutoTransitionState(false); } Clear(); }