/// <summary> /// Creates a StateTransitionAsset and adds it to the state machine's set of transitions. /// </summary> /// <remarks> /// This will save any unsaved changes with the state machine to disk. /// </remarks> /// <param name="dst">the target state for the transition</param> /// <returns>the created transition asset</returns> public StateTransitionAsset CreateTransition(BaseStateAsset dst) { Initialize(); var transition = StateTransitionAsset.Create(this, dst); _transitions.Add(transition); #if UNITY_EDITOR StateMachine.AppendSubAsset(transition); #endif return(transition); }
public TransitionNode FindTransition(StateTransitionAsset asset) => _transitionNodes.FirstOrDefault(s => s.Asset == asset);
/// <summary> /// Removes and destroys a transition from the state. /// </summary> /// <param name="transition"></param> /// <returns></returns> public bool RemoveTransition(StateTransitionAsset transition) => RemoveTransition(t => t == transition);