public void SetCurrentStateType(State.EStateType type) { #if UNITY_EDITOR StateType = type; #else stateMgr.SetStateType(type); #endif }
virtual protected void UpdateDebugLogic() { if (stateType != StateType) { stateType = StateType; stateMgr.SetStateType(stateType); } }
public void SetStateType(State.EStateType type) { if (StateDictionary.ContainsKey(type)) { SetState(StateDictionary[type]); } else { Debug.LogError("You need regist this state before use."); } }