◆ DrawGizmos()
virtual void State.DrawGizmos |
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◆ GetMachine< TParent >()
◆ Init() [1/2]
◆ Init() [2/2]
◆ IsMachine< TParent >()
bool State.IsMachine< TParent > |
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inline |
◆ IsPossibleChangeFrom()
bool State.IsPossibleChangeFrom |
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abstract |
◆ IsPossibleChangeTo()
bool State.IsPossibleChangeTo |
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abstract |
◆ OnFixedUpdate()
virtual void State.OnFixedUpdate |
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inlinevirtual |
◆ OnTransitionFromFinished()
virtual void State.OnTransitionFromFinished |
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inlinevirtual |
Called when state becomes the previous state of the State Machine. Weight becomes 0. Transition has ended.
◆ OnTransitionFromStarted()
void State.OnTransitionFromStarted |
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abstract |
Called when state starts to lose weight to the target state of the State Machine. Weight becomes 1. Transition has started.
◆ OnTransitionToFinished()
virtual void State.OnTransitionToFinished |
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Called when state becomes the current state of the State Machine. Weight becomes 1. Transition has ended.
◆ OnTransitionToStarted()
virtual void State.OnTransitionToStarted |
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inlinevirtual |
Called when state becomes the target state of the State Machine. Weight becomes 0. Transition has started.
◆ OnUpdate()
◆ _machine
◆ _type
◆ ActiveTime
◆ Weight
float State.Weight = 1.0f |
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getset |
The documentation for this class was generated from the following file:
- Assets/Hexagon/Core/StateMachine/State.cs