The state machine You can instantiate this directly, or you can make a class inheriting this.
More...
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| | FSMStateMachine () |
| | Constructor for the state machine. More...
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| virtual void | SetupDefinition (ref FSMStateType stateType, ref List< System.Type > children) |
| | Sets up the first layer of the state machine. Determines if it has children, and if the state is an OR vs AND state. More...
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| virtual void | StartSM () |
| | Calling this will enter the state machine's initial state(s) More...
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| virtual void | UpdateSM () |
| | Calling this will trigger Update() on all active states in the state machine More...
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| virtual void | StopSM () |
| | Calling this will trigger Exit() on all active states in the state machine. More...
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| void | BroadcastMessage (object[] args) |
| | Broadcasts the specified arguments to all active states in the state machine. More...
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| bool | IsInState (System.Type state) |
| | Checks if the statemachine has an active state of the specified class More...
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| void | PrintActiveStateTree () |
| | Prints to the debug log, a tree of all the currently active states More...
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The state machine You can instantiate this directly, or you can make a class inheriting this.
| FSMHelper.FSMStateMachine.FSMStateMachine |
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Constructor for the state machine.
| void FSMHelper.FSMStateMachine.BroadcastMessage |
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object[] |
args | ) |
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Broadcasts the specified arguments to all active states in the state machine.
- Parameters
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| args | The arguments to send in the broadcast |
| bool FSMHelper.FSMStateMachine.IsInState |
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System.Type |
state | ) |
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Checks if the statemachine has an active state of the specified class
- Parameters
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| state | The state to check for. |
- Returns
- Returns if the specified state is active in the statemachine or not.
| void FSMHelper.FSMStateMachine.PrintActiveStateTree |
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Prints to the debug log, a tree of all the currently active states
| virtual void FSMHelper.FSMStateMachine.SetupDefinition |
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ref FSMStateType |
stateType, |
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ref List< System.Type > |
children |
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) |
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virtual |
Sets up the first layer of the state machine. Determines if it has children, and if the state is an OR vs AND state.
- Parameters
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| stateType | States of type OR means that only one of its children is active at any one time. Type AND means all its children states are active |
| children | The list of child states for this state. If the state type is OR, the first child in this list will be the initial active state. |
| virtual void FSMHelper.FSMStateMachine.StartSM |
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Calling this will enter the state machine's initial state(s)
| virtual void FSMHelper.FSMStateMachine.StopSM |
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Calling this will trigger Exit() on all active states in the state machine.
| virtual void FSMHelper.FSMStateMachine.UpdateSM |
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Calling this will trigger Update() on all active states in the state machine
The documentation for this class was generated from the following file:
- E:/UnityProjects/GameTools/Assets/FSMHelper/Library/FSMStateMachine.cs