C# 클래스 AStateMachine, PocketGodsRPG_Proto

An instantiable/inheritable state machine reusable for complex components. Only acts as a data structure By: NeilDG
파일 보기 프로젝트 열기: pocket-playlab/PocketGodsRPG_Proto 1 사용 예제들

보호된 프로퍼티들

프로퍼티 타입 설명
currentState AState,
initialState AState,

공개 메소드들

메소드 설명
GetCurrentState ( ) : AState,
GetCurrentStateLabel ( ) : string
InitializeStateTransitions ( ) : void

Put all state initialization and state transitions here!

OnUpdate ( ) : void

Raises the update event. Call this if you want this state machine to perform actions on Unity Update

SetInitialState ( AState, initialState ) : void
TransitionTo ( string stateLabel ) : void

Transitions the current state to its next state. Will not transition if the current state do not have any next state!

메소드 상세

GetCurrentState() 공개 메소드

public GetCurrentState ( ) : AState,
리턴 AState,

GetCurrentStateLabel() 공개 메소드

public GetCurrentStateLabel ( ) : string
리턴 string

InitializeStateTransitions() 공개 추상적인 메소드

Put all state initialization and state transitions here!
public abstract InitializeStateTransitions ( ) : void
리턴 void

OnUpdate() 공개 메소드

Raises the update event. Call this if you want this state machine to perform actions on Unity Update
public OnUpdate ( ) : void
리턴 void

SetInitialState() 공개 메소드

public SetInitialState ( AState, initialState ) : void
initialState AState,
리턴 void

TransitionTo() 공개 메소드

Transitions the current state to its next state. Will not transition if the current state do not have any next state!
public TransitionTo ( string stateLabel ) : void
stateLabel string
리턴 void

프로퍼티 상세

currentState 보호되어 있는 프로퍼티

protected AState, currentState
리턴 AState,

initialState 보호되어 있는 프로퍼티

protected AState, initialState
리턴 AState,