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MyStateMachineCursor | RestoreCursor (string nodeName) |
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override MyStateMachineCursor | CreateCursor (string nodeName) |
| Creates new active cursor. More...
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override void | Update () |
| Update the state machine. Transition to new states. More...
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void | Init (MyObjectBuilder_ScriptSM ob, long?ownerId=null) |
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MyObjectBuilder_ScriptSM | GetObjectBuilder () |
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void | Dispose () |
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void | TriggerCachedAction (MyStringId actionName) |
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MyStateMachineCursor | FindCursor (int cursorId) |
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virtual bool | DeleteCursor (int id) |
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virtual bool | AddNode (MyStateMachineNode newNode) |
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MyStateMachineNode | FindNode (string nodeName) |
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virtual bool | DeleteNode (string nodeName) |
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virtual MyStateMachineTransition | AddTransition (string startNodeName, string endNodeName, MyStateMachineTransition existingInstance=null, string name=null) |
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MyStateMachineTransition | FindTransition (int transitionId) |
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MyStateMachineTransitionWithStart | FindTransitionWithStart (int transitionId) |
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virtual bool | DeleteTransition (int transitionId) |
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virtual bool | SetState (int cursorId, string nameOfNewState) |
| Set the current state. Warning - this is not a thing that you would like to normally do, state machine should live its own life (based on transition condition). Returns true on success. More...
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void | TriggerAction (MyStringId actionName) |
| Trigger an action in this layer. If there is a transition having given (non-null) name, it is followed immediatelly. Conditions of transition are ignored. More...
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void | SortTransitions () |
| Sort the transitions between states according to their priorities. More...
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delegate void | StateChangedHandler (MyStateMachineTransitionWithStart transition) |
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| MyStateMachine () |
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bool | AddNode (MyStateMachineNode newNode) |
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MyStateMachineNode | FindNode (string nodeName) |
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bool | DeleteNode (string nodeName) |
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MyStateMachineTransition | AddTransition (string startNodeName, string endNodeName, MyStateMachineTransition existingInstance=null) |
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MyStateMachineTransition | FindTransition (int transitionId) |
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bool | DeleteTransition (int transitionId) |
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virtual bool | SetState (string nameOfNewState) |
| Set the current state. Warning - this is not a thing that you would like to normally do, state machine should live its own life (based on transition condition). Returns true on success. More...
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void | Update () |
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void | TriggerAction (MyStringId actionName) |
| Trigger an action in this layer. If there is a transition having given (non-null) name, it is followed immediatelly. Conditions of transition are ignored. More...
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void | SortTransitions () |
| Sort the transitions between states according to their priorities. More...
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Definition at line 10 of file MyVSStateMachine.cs.