public override void Bind()
 {
     base.Bind();
     this.DoSomething         = new Signal <DoSomethingCommand>(this);
     this.DoSomethingElse     = new Signal <DoSomethingElseCommand>(this);
     this.CommandReference    = new Signal <CommandReferenceCommand>(this);
     _IsNameFrankProperty     = new P <Boolean>(this, "IsNameFrank");
     _NameProperty            = new P <String>(this, "Name");
     _IsAmazingProperty       = new P <Boolean>(this, "IsAmazing");
     _ComplexProperty         = new P <AmazingClass>(this, "Complex");
     _ReferenceProperty       = new P <SomeTypeReference>(this, "Reference");
     _SomeUnityTypeProperty   = new P <Vector3>(this, "SomeUnityType");
     _TheStateMachineProperty = new SomeStateMachine(this, "TheStateMachine");
     ResetIsNameFrank();
     TheStateMachineProperty.IsFrank.AddComputer(IsNameFrankProperty);
 }
示例#2
0
        protected virtual void OnStateChange(SomeStateMachine stateMachine)
        {
            if (stateMachine != this.stateMachine)
            {
                return;
            }

            switch (this.stateMachine.State)
            {
            // When child stops running, let parent now (will propagate)
            case StateType.Finish:
                var parent = Parent;
                if (parent != null)
                {
                    ((BehaviorNode)parent).stateMachine.State = StateType.Finish;
                }
                break;

            default:
                break;
            }
        }
 public override void Bind() {
     base.Bind();
     this.DoSomething = new Signal<DoSomethingCommand>(this);
     this.DoSomethingElse = new Signal<DoSomethingElseCommand>(this);
     this.CommandReference = new Signal<CommandReferenceCommand>(this);
     _IsNameFrankProperty = new P<Boolean>(this, "IsNameFrank");
     _NameProperty = new P<String>(this, "Name");
     _IsAmazingProperty = new P<Boolean>(this, "IsAmazing");
     _ComplexProperty = new P<AmazingClass>(this, "Complex");
     _ReferenceProperty = new P<SomeTypeReference>(this, "Reference");
     _SomeUnityTypeProperty = new P<Vector3>(this, "SomeUnityType");
     _TheStateMachineProperty = new SomeStateMachine(this, "TheStateMachine");
     ResetIsNameFrank();
     TheStateMachineProperty.IsFrank.AddComputer(IsNameFrankProperty);
 }