This is a wrapper class to contain internal data for a state like its children, parent, etc It hides the internals from the gameplay code. The user should not have to interact with this class directly.
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This is a wrapper class to contain internal data for a state like its children, parent, etc It hides the internals from the gameplay code. The user should not have to interact with this class directly.
void FSMHelper.FSMStateMachineLogic.BroadcastMessage |
( |
object[] |
args | ) |
|
Intermediary function to notify the state machine to broadcast the message to all states recursively
- Parameters
-
args | The arguments of the message |
bool FSMHelper.FSMStateMachineLogic.DoTransition |
( |
System.Type |
nextState, |
|
|
object[] |
args |
|
) |
| |
Intermediary function to request the parent state to transition myself to nextState
- Parameters
-
nextState | The class type of the next state to transition to. |
args | The arguments of the transition. |
void FSMHelper.FSMStateMachineLogic.Enter |
( |
object[] |
args | ) |
|
Enters the specified state. It will also enter all necessary children state.
- Parameters
-
args | The arguments passed in the transition. The state's constructor will be chosen to match the arguments specified. If args is null, the default constructor will be used. |
void FSMHelper.FSMStateMachineLogic.Exit |
( |
| ) |
|
Exits the specified state. All children states will be exited before calling exit on m_State
string FSMHelper.FSMStateMachineLogic.GetActiveStateTreeText |
( |
int |
level | ) |
|
Recursive function to get the hierarchy of current active states
- Returns
- Returns the text string containing the hierarchy of active states
BaseFSMState FSMHelper.FSMStateMachineLogic.GetParentState |
( |
| ) |
|
Accessor to get the parent state.
- Returns
- Returns the parent state. This can be null if it is in the root of the statemachine.
Accessor to get the state machine object
- Returns
- Returns the state machine.
bool FSMHelper.FSMStateMachineLogic.IsInState |
( |
System.Type |
state | ) |
|
Helper function to know if a state is currently active in the statemachine.
- Parameters
-
stateMachineDefinition | The class type of the state to check |
- Returns
- Returns true if the state is active.
void FSMHelper.FSMStateMachineLogic.ReceiveMessage |
( |
object[] |
args | ) |
|
Intermediary function to recursively pass the message to all children
- Parameters
-
args | The arguments of the message |
bool FSMHelper.FSMStateMachineLogic.RequestChildTransition |
( |
FSMStateMachineLogic |
child, |
|
|
System.Type |
nextState, |
|
|
object[] |
args |
|
) |
| |
Try to make one of my children transition to the specified state
- Parameters
-
child | The state that will be transitioned |
nextState | The state you need to transition to. This should a sibling of child. |
args | The arguments passed in the transition. |
void FSMHelper.FSMStateMachineLogic.Update |
( |
| ) |
|
Update logic for the state. Note that child state updates will be called before the m_State's update.
The documentation for this class was generated from the following file:
- E:/UnityProjects/GameTools/Assets/FSMHelper/Library/FSMStateMachineLogic.cs