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