# StateBehaviour

To customize StateBehaviour, you need to create a script file for StateBehaviour and describe what you want to do.

# Create StateBehaviour script file

- Right-click on the location you want to create from the Project window.
- From the right-click menu, and select “Create> Arbor > State Behaviour C# Script”.
- Determined to enter the file name

# Function to be called

By assigning the created StateBehaviour to the state in ArborEditor, each function of the script will be called.

- OnStateAwake
  It is called when it first enters the state.
- OnStateBegin
  It is called when transitioning to state.
- OnStateUpdate
  It will be called every frame at the timing of Update() of MonoBehaviour.
- OnStateLateUpdate
  It will be called every frame at the timing of LateUpdate() of MonoBehaviour.
- OnStateEnd
  It is called when leaving the state.
- MonoBehaviour message functions
  For details, please see the MonoBehaviour Messages of Unity ScriptReference.

## Important point

- For enabled of MonoBehaviour are used internally already for execution control, please use the behaviourEnabled to be a substitute.

# Execution Order

- OnStateAwake / OnStateBegin / OnStateUpdate / OnStateLateUpdate / OnStateEnd is called in order from the top attached to the state node in Arbor Editor.
- MonoBehaviour messages are invoked according to the order of execution by Unity.
  For details, refer to Execution Order of Event Functions in Unity Manual.

# Variables and Arbor Editor

You can edit it in Arbor Editor by declaring a variable with public or SerializeField attribute added to the created script.

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    using UnityEngine;
    using System.Collections;
    using Arbor;

    public class TestBehaviour : StateBehaviour {
    	public string myName;
    }

# State connection

## Add field

By declaring StateLink with the public or SerializeField attribute added to the created script, connection slots will be displayed in Arbor Editor.

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    using UnityEngine;
    using System.Collections;
    using Arbor;

    public class TestBehaviour : StateBehaviour {
    	public StateLink nextState;
    	// Hereinafter abbreviated
    }

## Transition to connection destination

It is referred to as the Transition in the transition you want to timing.

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    	Transition( nextState );

# Data flow

It is possible to input / output values by data flow.

For details, see “Scripting: Data flow”.

Scripting : Data flow