Method | Description | |
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AbstractState ( ) : System |
Constructor.
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Method | Description | |
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CommandEnded ( |
Invoked when the InputSystem detects a CommandEnded event. This should NOT be used for games that use the StepwiseGameLoop; it is intended strictly for games using the RealtimeGameLoop.
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CommandStarted ( |
Invoked when the InputSystem detects a CommandStarted event. This should NOT be used for games that use the StepwiseGameLoop; it is intended strictly for games using the RealtimeGameLoop.
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CommandTriggered ( |
Invoked when the InputSystem detects a CommandTriggered event. This should NOT be used for games that use the StepwiseGameLoop; it is intended strictly for games using the RealtimeGameLoop.
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GameLoopTick ( |
The logic tick at the core of the StepwiseGameLoop or RealtimeGameLoop. Primary game logic is done in this function.
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GameProcessing ( ) : void |
A state-based wrapper for Game.GameProcessing. GameProcessing is called just before a frame is rendered to the screen. It may be used for graphical map effects, but should not contain game logic.
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StackGotFocus ( ) : void |
Invoked after control is switched back to this state's stack, but before this state's GameLoopTick is called.
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StackLostFocus ( ) : void |
Invoked after (or during) the last GameLoopTick of this state, before control is switched over to a different stack.
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StateEnded ( ) : void |
Invoked after (or during) the last GameLoopTick of this state, during the process of popping it off the StateMachine's stack.
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StatePaused ( ) : void |
Invoked after another state has been added to the stack on top of this state, but before the other state's StateStarted function is called.
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StateResumed ( |
Invoked after a state is popped from the stack, after that state's StateEnded but before this state's next GameLoopTick.
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StateStarted ( ) : void |
Invoked when the state is first started (added to the stack), but before any instances of GameLoopTick are called.
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protected CommandEnded ( |
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e | The command event details for the CommandEnded event. | |
return | void |
protected CommandStarted ( |
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e | The command event details for the CommandStarted event. | |
return | void |
protected CommandTriggered ( |
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e | The command event details for the CommandTriggered event. | |
return | void |
protected GameLoopTick ( |
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loop | ||
return | void |
protected StateResumed ( |
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previousState | /// The state most recently popped from the state machine. Can be used with /// inherited states to access data (i.e., a dialog box's stateful contents). /// | |
return | void |