internal void Release() { this._delInitialize = null; this._delUpdate = null; this._delTerminate = null; this._objData = null; this._strGroupName = null; }
public void AddState(StatementMachine.StatementMachineInitialize init, StatementMachine.StatementMachineUpdate update, object data) { StatementMachine.Statement statement = new StatementMachine.Statement(); statement.isInitialize = false; statement.isFinished = false; statement.groupName = null; statement.startDuration = 0f; statement.data = data; statement.initializeDelegate = init; statement.updateDelegate = update; statement.terminateDelegate = null; this._listStateNew.Add(statement); }
public void AddState(StatementMachine.StatementMachineInitialize init, StatementMachine.StatementMachineUpdate update, StatementMachine.StatementMachineTerminate terminate, string groupName, object data, float startDuration) { StatementMachine.Statement statement = new StatementMachine.Statement(); statement.isInitialize = false; statement.isFinished = false; statement.groupName = groupName; statement.startDuration = startDuration; statement.data = data; statement.initializeDelegate = init; statement.updateDelegate = update; statement.terminateDelegate = terminate; this._listStateNew.Add(statement); }
public static void ReqPhase(BattleCutPhase NextPhase) { CheckNextBattleState(NextPhase); _iNowPhase = ((NextPhase != BattleCutPhase.NightBattle) ? NextPhase : BattleCutPhase.DayBattle); StatementMachine clsState = Instance._clsState; BaseBattleCutState baseBattleCutState = _listBattleCutState[(int)_iNowPhase]; StatementMachine.StatementMachineInitialize init = baseBattleCutState.Init; BaseBattleCutState baseBattleCutState2 = _listBattleCutState[(int)_iNowPhase]; StatementMachine.StatementMachineUpdate update = baseBattleCutState2.Run; BaseBattleCutState baseBattleCutState3 = _listBattleCutState[(int)_iNowPhase]; clsState.AddState(init, update, baseBattleCutState3.Terminate); SetTitleText(NextPhase); }