public FSMSystem(NPCBrain _brainInstance) { states = new List <FSMState>(); associatedBrain = _brainInstance; pendingTransition = Transition.NullTransition; IsTakingTurn = false; }
// [DebuggerHidden] // public virtual IEnumerator DecideTurn() // { // // ISSUE: object of a compiler-generated type is created // // ISSUE: variable of a compiler-generated type // NPCBrain.\u003CDecideTurn\u003Ec__Iterator0 decideTurnCIterator0 = // new NPCBrain.\u003CDecideTurn\u003Ec__Iterator0(); // return (IEnumerator) decideTurnCIterator0; // } // // public virtual void SelectBotAbilityMods() // { // GetComponent<BotController>().SelectBotAbilityMods_Brainless(); // } // // public virtual void SelectBotCards() // { // GetComponent<BotController>().SelectBotCards_Brainless(); // } // // [DebuggerHidden] // public IEnumerator FSMTakeTurn() // { // // ISSUE: object of a compiler-generated type is created // return (IEnumerator) new NPCBrain.\u003CFSMTakeTurn\u003Ec__Iterator1 // { // \u0024this = this // }; // } protected virtual void MakeFSM(NPCBrain brainInstance) { }