Space Engineers
Public Member Functions | Properties | List of all members
VRage.Game.VisualScripting.Missions.MyVSStateMachine Class Reference
Inheritance diagram for VRage.Game.VisualScripting.Missions.MyVSStateMachine:
VRage.Generics.MyStateMachine

Public Member Functions

MyStateMachineCursor RestoreCursor (string nodeName)
 
override MyStateMachineCursor CreateCursor (string nodeName)
 Creates new active cursor. More...
 
override void Update ()
 Update the state machine. Transition to new states. More...
 
void Init (MyObjectBuilder_ScriptSM ob, long?ownerId=null)
 
MyObjectBuilder_ScriptSM GetObjectBuilder ()
 
void Dispose ()
 
void TriggerCachedAction (MyStringId actionName)
 
- Public Member Functions inherited from VRage.Generics.MyStateMachine
MyStateMachineCursor FindCursor (int cursorId)
 
virtual bool DeleteCursor (int id)
 
virtual bool AddNode (MyStateMachineNode newNode)
 
MyStateMachineNode FindNode (string nodeName)
 
virtual bool DeleteNode (string nodeName)
 
virtual MyStateMachineTransition AddTransition (string startNodeName, string endNodeName, MyStateMachineTransition existingInstance=null, string name=null)
 
MyStateMachineTransition FindTransition (int transitionId)
 
MyStateMachineTransitionWithStart FindTransitionWithStart (int transitionId)
 
virtual bool DeleteTransition (int transitionId)
 
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...
 
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...
 
void SortTransitions ()
 Sort the transitions between states according to their priorities. More...
 
delegate void StateChangedHandler (MyStateMachineTransitionWithStart transition)
 
 MyStateMachine ()
 
bool AddNode (MyStateMachineNode newNode)
 
MyStateMachineNode FindNode (string nodeName)
 
bool DeleteNode (string nodeName)
 
MyStateMachineTransition AddTransition (string startNodeName, string endNodeName, MyStateMachineTransition existingInstance=null)
 
MyStateMachineTransition FindTransition (int transitionId)
 
bool DeleteTransition (int transitionId)
 
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...
 
void Update ()
 
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...
 
void SortTransitions ()
 Sort the transitions between states according to their priorities. More...
 

Properties

int ActiveCursorCount [get]
 
long OwnerId [get, set]
 
- Properties inherited from VRage.Generics.MyStateMachine
DictionaryReader< string, MyStateMachineNodeAllNodes [get]
 
List< MyStateMachineCursorActiveCursors [get]
 
string Name [get, set]
 
MyStateMachineNode CurrentNode [get, protected set]
 

Additional Inherited Members

- Protected Member Functions inherited from VRage.Generics.MyStateMachine
void NotifyStateChanged (MyStateMachineTransitionWithStart transitionWithStart)
 
- Protected Attributes inherited from VRage.Generics.MyStateMachine
Dictionary< string, MyStateMachineNodem_nodes = new Dictionary<string, MyStateMachineNode>()
 
Dictionary< int, MyStateMachineTransitionWithStartm_transitions = new Dictionary<int, MyStateMachineTransitionWithStart>()
 
Dictionary< int, MyStateMachineCursorm_activeCursorsById = new Dictionary<int, MyStateMachineCursor>()
 
CachingList< MyStateMachineCursorm_activeCursors = new CachingList<MyStateMachineCursor>()
 
MyConcurrentHashSet< MyStringIdm_enqueuedActions = new MyConcurrentHashSet<MyStringId>()
 
- Events inherited from VRage.Generics.MyStateMachine
StateChangedHandler OnStateChanged
 

Detailed Description

Definition at line 10 of file MyVSStateMachine.cs.

Member Function Documentation

override MyStateMachineCursor VRage.Game.VisualScripting.Missions.MyVSStateMachine.CreateCursor ( string  nodeName)
inlinevirtual

Creates new active cursor.

Reimplemented from VRage.Generics.MyStateMachine.

Definition at line 59 of file MyVSStateMachine.cs.

void VRage.Game.VisualScripting.Missions.MyVSStateMachine.Dispose ( )
inline

Definition at line 184 of file MyVSStateMachine.cs.

MyObjectBuilder_ScriptSM VRage.Game.VisualScripting.Missions.MyVSStateMachine.GetObjectBuilder ( )
inline

Definition at line 171 of file MyVSStateMachine.cs.

void VRage.Game.VisualScripting.Missions.MyVSStateMachine.Init ( MyObjectBuilder_ScriptSM  ob,
long?  ownerId = null 
)
inline

Definition at line 124 of file MyVSStateMachine.cs.

MyStateMachineCursor VRage.Game.VisualScripting.Missions.MyVSStateMachine.RestoreCursor ( string  nodeName)
inline

Definition at line 39 of file MyVSStateMachine.cs.

void VRage.Game.VisualScripting.Missions.MyVSStateMachine.TriggerCachedAction ( MyStringId  actionName)
inline

Definition at line 200 of file MyVSStateMachine.cs.

override void VRage.Game.VisualScripting.Missions.MyVSStateMachine.Update ( )
inlinevirtual

Update the state machine. Transition to new states.

Reimplemented from VRage.Generics.MyStateMachine.

Definition at line 91 of file MyVSStateMachine.cs.

Property Documentation

int VRage.Game.VisualScripting.Missions.MyVSStateMachine.ActiveCursorCount
get

Definition at line 17 of file MyVSStateMachine.cs.

long VRage.Game.VisualScripting.Missions.MyVSStateMachine.OwnerId
getset

Definition at line 21 of file MyVSStateMachine.cs.


The documentation for this class was generated from the following file: