Class StateCore
Inheritance
System.Object
StateCore
Assembly: cs.temp.dll.dll
Syntax
public abstract class StateCore : MonoBehaviour
Fields
_controller
Declaration
protected Controller2D _controller
Field Value
Type |
Description |
Controller2D |
|
_decision
Declaration
protected DecisionTransition _decision
Field Value
_initialized
Declaration
protected bool _initialized
Field Value
Type |
Description |
System.Boolean |
|
CanStateTransistToSelf
This is to allow setting states to enter themselves on loop.
Declaration
public bool CanStateTransistToSelf
Field Value
Type |
Description |
System.Boolean |
|
Decisions
Declaration
public List<StateDecisionCore> Decisions
Field Value
Type |
Description |
List<StateDecisionCore> |
|
NonEnterableStates
Declaration
public List<StateCore> NonEnterableStates
Field Value
StateBrain
Declaration
public StateMachineBrain StateBrain
Field Value
Properties
StateName
Declaration
public string StateName { get; protected set; }
Property Value
Type |
Description |
System.String |
|
Methods
CheckEnterableState(StateCore)
Declaration
public virtual bool CheckEnterableState(StateCore currentState)
Parameters
Returns
Type |
Description |
System.Boolean |
|
CheckTransitions()
Declaration
protected virtual void CheckTransitions()
EnterState()
This function is called from the StateMachineBrain to set up calling the OnEnterState function for methods.
Declaration
ExitState()
This function is called from the StateMachineBrain to set up calling the OnExitState function for methods.
Declaration
Init(Controller2D)
This is run the very first time this object is enabled and when the StateMachineBrain inits it.
This won't run everytime this state is interacted with.
Declaration
public void Init(Controller2D controller2D = null)
Parameters
Type |
Name |
Description |
Controller2D |
controller2D |
|
OnAwake()
Declaration
protected virtual void OnAwake()
OnDisable()
When the state is disabled we can do clean up work here.
Declaration
protected virtual void OnDisable()
OnEnable()
When the state is enabled we can do set up work here.
Declaration
protected virtual void OnEnable()
OnInit()
This function can be overridden to give sub class of State Core custom Init functionality.
Declaration
protected virtual void OnInit()
OnInit(Controller2D)
Declaration
protected virtual void OnInit(Controller2D controller2D)
Parameters
Type |
Name |
Description |
Controller2D |
controller2D |
|
OnStart()
Declaration
protected virtual void OnStart()
OnStateEnter()
When we enter the state we do prep stuf here
if we need to prep something every state entrance
Declaration
protected virtual void OnStateEnter()
OnStateExit()
When we leave the state use this function to do clean up actions.
Declaration
protected virtual void OnStateExit()
OnUpdateState()
We do per frame update logic here. This is controlled by the state machine brain on the object.
Declaration
protected virtual void OnUpdateState()
UpdateState()
This is where the state machine calls the start of the states update.
Declaration
public void UpdateState()