C# Class StateMachine.CharacterStateMachine

Inheritance: UnityEngine.MonoBehaviour
显示文件 Open project: framadan/Final_Project_Main Class Usage Examples

Public Methods

Method Description
AddState ( States state, float time, System.Action onEnterFunction = null, System.Action onUpdateFunction = null, System.Action onExitFunction = null ) : void
AreStatesActive ( ) : bool

Returns true if all of the States passed in are active. False if one or more was not active.

AreStatesInActive ( ) : bool

Returns true if all of the States passed in are Not Active. False if one or more was active.

DebugActiveStates ( ) : void
IsStateActive ( States state ) : bool
RemoveAllStates ( ) : void
RemoveSimilarStates ( States stateType, States stateToIgnore ) : void
RemoveState ( States state ) : void

Method Details

AddState() public method

public AddState ( States state, float time, System.Action onEnterFunction = null, System.Action onUpdateFunction = null, System.Action onExitFunction = null ) : void
state States
time float
onEnterFunction System.Action
onUpdateFunction System.Action
onExitFunction System.Action
return void

AreStatesActive() public method

Returns true if all of the States passed in are active. False if one or more was not active.
public AreStatesActive ( ) : bool
return bool

AreStatesInActive() public method

Returns true if all of the States passed in are Not Active. False if one or more was active.
public AreStatesInActive ( ) : bool
return bool

DebugActiveStates() public method

public DebugActiveStates ( ) : void
return void

IsStateActive() public method

public IsStateActive ( States state ) : bool
state States
return bool

RemoveAllStates() public method

public RemoveAllStates ( ) : void
return void

RemoveSimilarStates() public method

public RemoveSimilarStates ( States stateType, States stateToIgnore ) : void
stateType States
stateToIgnore States
return void

RemoveState() public method

public RemoveState ( States state ) : void
state States
return void