/// <summary> /// Test conditionals are placed here. /// </summary> /// <param name="state"></param> /// <returns>true or false depending if transition conditions are met.</returns> public override string UpdateConditionalTest(baseState state) { string strOut = null; editorRefactorState theState = (editorRefactorState)state; if (theState.ActionCancelled || theState.ActionConfirmed) { strOut = m_ChangeStateName; } return(strOut); }
/// <summary> /// Test conditionals are placed here. /// </summary> /// <param name="state"></param> /// <returns>true or false depending if transition conditions are met.</returns> public override string UpdateConditionalTest(baseState state) { string strOut = null; editorDisplayWindowsState theState = (editorDisplayWindowsState)state; if (theState.Save) { strOut = m_ChangeStateName; } return(strOut); }
/// <summary> /// Test conditionals are placed here. /// </summary> /// <param name="state"></param> /// <returns>true or false depending if transition conditions are met.</returns> public override string UpdateConditionalTest(baseState state) { string strOut = null; stateGameBase gamebase = (stateGameBase)state; aMechCube script = gamebase.StateGameObject.GetComponent <aMechCube>(); if (gamebase.StateTime > script.m_UpTime) { strOut = m_ChangeStateName; } return(strOut); }
/// <summary> /// Test conditionals are placed here. /// </summary> /// <param name="state"></param> /// <returns>true or false depending if transition conditions are met.</returns> public override string UpdateConditionalTest(baseState state) { string strOut = null; #if ARTIMECH_THIS_SHOULD_NEVER_BE_TRUE_BUT_IS_AN_EXAMPLE_OF_A_CONDITION_BEING_TRUE This is an example of setting a contition to true if the gameobject falls below a certain height ingame. if (state.m_GameObject.transform.position.y <= 1000) { strOut = m_ChangeStateName; } #endif return(strOut); }
// Update is called once per frame protected void Update() { if (m_CurrentState == null) { Debug.LogWarning(gameObject.name + " stateMachineBase doesn't have an m_CurrentState."); return; } baseState state = m_StateChanger.UpdateChangeStates(m_StateList, m_CurrentState, gameObject, m_DisplayStates); if (state != null) { m_CurrentState = state; } m_CurrentState.Update(); m_CurrentStateName = m_CurrentState.m_StateName; }
void InitStates() { // all the states for the state editor m_CurrentState = AddState(new editorStartState(null), "Start"); AddState(new editorRestoreState(null), "Restore"); AddState(new editorLoadState(null), "Load"); AddState(new editorWaitState(null), "Wait"); AddState(new editorDisplayWindowsState(null), "Display Windows"); AddState(new editorCreateState(null), "Create"); AddState(new editorAddConditionalState(null), "Add Conditional"); AddState(new editorAddPostCondtionalState(null), "Post Add Condition"); AddState(new editorDeleteState(null), "Delete"); AddState(new editorResizeState(null), "Resize"); AddState(new editorRenameState(null), "Rename"); AddState(new editorMoveState(null), "Move"); AddState(new editorMoveBackground(null), "MoveBackground"); AddState(new editorRefactorState(null), "Refactor"); AddState(new editorSaveState(null), "Save"); }
// Update is called once per frame protected void Update() { //m_DisplayStates = true; if (m_CurrentState == null) { //Debug.LogWarning(this.name + " stateEditorBase doesn't have an m_CurrentState."); //return; InitStates(); } baseState state = m_StateChanger.UpdateChangeStates(m_StateList, m_CurrentState, null, m_DisplayStates); if (state != null) { m_CurrentState = state; } m_CurrentState.Update(); m_CurrentStateName = m_CurrentState.m_StateName; }
/// <summary> /// Test conditionals are placed here. /// </summary> /// <param name="state"></param> /// <returns>true or false depending if transition conditions are met.</returns> public override string UpdateConditionalTest(baseState state) { string strOut = null; #if ARTIMECH_THIS_SHOULD_NEVER_BE_TRUE_BUT_IS_AN_EXAMPLE_OF_A_CONDITION_BEING_TRUE This is an example of setting a contition to true if the gameobject falls below a certain height ingame. if (state.m_GameObject.transform.position.y <= 1000) { strOut = m_ChangeStateName; } #endif if (utlDataAndFile.FindAFileInADirectoryRecursively(Application.dataPath, "StateMachine.txt") != null) { strOut = m_ChangeStateName; } return(strOut); }
/// <summary> /// Test conditionals are placed here. /// </summary> /// <param name="state"></param> /// <returns>true or false depending if transition conditions are met.</returns> public override string UpdateConditionalTest(baseState state) { string strOut = null; #if ARTIMECH_THIS_SHOULD_NEVER_BE_TRUE_BUT_IS_AN_EXAMPLE_OF_A_CONDITION_BEING_TRUE This is an example of setting a contition to true if the gameobject falls below a certain height ingame. if (state.m_GameObject.transform.position.y <= 1000) { strOut = m_ChangeStateName; } #endif //if my state list is empty and a game object is populated then go to a load state //and see if the gameobject has a statemachine attached to it. if (stateEditorUtils.GameObject != stateEditorUtils.WasGameObject && stateEditorUtils.GameObject != null) { strOut = m_ChangeStateName; } return(strOut); }
/// <summary> /// Test conditionals are placed here. /// </summary> /// <param name="state"></param> /// <returns>true or false depending if transition conditions are met.</returns> public override string UpdateConditionalTest(baseState state) { string strOut = null; #if ARTIMECH_THIS_SHOULD_NEVER_BE_TRUE_BUT_IS_AN_EXAMPLE_OF_A_CONDITION_BEING_TRUE This is an example of setting a contition to true if the gameobject falls below a certain height ingame. if (state.m_GameObject.transform.position.y <= 1000) { strOut = m_ChangeStateName; } #endif // if (stateEditorUtils.StateList.Count == 0 || stateEditorUtils.GameObject == null) // strOut = m_ChangeStateName; editorAddConditionalState addConditionalState = (editorAddConditionalState)state; if (addConditionalState.RightClickBool) { strOut = m_ChangeStateName; } return(strOut); }
public override void Enter(baseState state) { }
public override void Enter(baseState state) { Subscribe(); }
public void ForceChangeState(string stateName) { m_CurrentState = m_StateChanger.ForceChangeState(m_StateList, m_CurrentState, stateName, null, m_DisplayStates); }
public baseState AddState(baseState state, string statename) { state.m_StateName = statename; m_StateList.Add(state); return(state); }
/// <summary> /// /// </summary> /// <param name="gameObj"></param> /// <returns>true or false depending if transition conditions are met.</returns> public string UpdateConditionalTest(baseState state) { return(m_ChangeStateName); }
public override void Exit(baseState state) { throw new NotImplementedException(); }
public override void Exit(baseState state) { Unsubscribe(); }
public override void Exit(baseState state) { }
public void Update(baseState state) { CurrentState = state; GUI.Window(m_Id, WinRect, DrawNodeWindow, m_WindowStateAlias); }
public void Update(baseState state) { m_CurrentState = state; GUI.Window(m_Id, WinRect, DrawNodeWindow, m_Title); }