public StateManager(StateSystem statesystem, Combat.Character character, ReadOnlyKeyedCollection<Int32, State> states) { if (statesystem == null) throw new ArgumentNullException("statesystem"); if (character == null) throw new ArgumentNullException("character"); if (states == null) throw new ArgumentNullException("states"); m_statesystem = statesystem; m_character = character; m_states = states; m_persistencemap = new Dictionary<StateController, Int32>(); m_foreignmanager = null; m_statetime = 0; #if DEBUG m_stateorder = new CircularBuffer<State>(10); #else m_currentstate = null; m_previousstate = null; #endif }
public void Clear() { m_foreignmanager = null; m_persistencemap.Clear(); m_statetime = 0; #if DEBUG m_stateorder.Clear(); #else m_currentstate = null; m_previousstate = null; #endif }