public void AppendInterval(float interval) { StateNode node = StateMachineManager.GetInstance().CreateStateNode(); node.name = "AppendInterval interval:" + interval; node.duration = interval; AppendStateNode(node); }
public void AppendState(LuaFunction onEnter, string name) { StateNode node = StateMachineManager.GetInstance().CreateStateNode(); node.name = name; node.OnEnter = onEnter; AppendStateNode(node); }
public override void Dispose() { stateMachine?.Dispose(); stateMachine = null; lastBehavior = null; parentNode = null; StateMachineManager.GetInstance().Store(this); }
public void BeginJoin() { var node = StateMachineManager.GetInstance().CreateStateNode(); StateAction subState = StateMachineManager.GetInstance().CreateStateAction(node); subState.order = StateOrder.Join; state2DList.Add(subState); m_currstateList = new List <StateAction>(); subState.AddSubList(m_currstateList); }
public override void Dispose() { duration = 0; OnEnter?.EndPCall(); OnEnter = null; OnUpdate?.EndPCall(); OnUpdate = null; OnExit?.EndPCall(); OnExit = null; StateMachineManager.GetInstance().Store(this); }
public void JoinBehavior(FastLuaBehavior behavior, string name) { StateNode node = StateMachineManager.GetInstance().CreateStateNode(); node.name = name; var action = StateMachineManager.GetInstance().CreateStateAction(node); action.parentBehavior = this; action.behavior = behavior; behavior.parentNode = node; stateMachine.AppendState(action); }
public override void Dispose() { for (int i = 0; i < state2DList.Count; i++) { state2DList[i].Dispose(); } m_curr2DQueue = null; isRunning = false; state2DList.Clear(); m_currstateList = state2DList; m_cycleOverCallback?.Dispose(); StateMachineManager.GetInstance().Store(this); }
public override void Dispose() { m_startTime = 0; execute = false; isTimeout = false; behavior?.Stop(); behavior = null; parentBehavior = null; order = StateOrder.Sequence; subStateList?.Clear(); m_node.Dispose(); StateMachineManager.GetInstance().Store(this); }
private void AppendStateNode(StateNode node) { var action = StateMachineManager.GetInstance().CreateStateAction(node); stateMachine.AppendState(action); }