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Arbor 3: FSM & BT Graph Editor
3.7.8
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Class that represents the state More...
Public Member Functions | |
| State (ArborFSMInternal stateMachine, int nodeID, bool resident) | |
| State constructor More... | |
| void | AddBehaviour (StateBehaviour behaviour) |
| Adds the behaviour. More... | |
| StateBehaviour | AddBehaviour (System.Type type) |
| Adds the behaviour. More... | |
| T | AddBehaviour< T > () |
| Adds the behaviour. More... | |
| void | InsertBehaviour (int index, StateBehaviour behaviour) |
| Insert the behaviour. More... | |
| StateBehaviour | InsertBehaviour (int index, System.Type type) |
| Insert the behaviour. More... | |
| T | InsertBehaviour< T > (int index) |
| Adds the behaviour. More... | |
| StateBehaviour | GetBehaviourFromIndex (int index) |
| Get StateBehavior from index. More... | |
| Object | GetBehaviourObjectFromIndex (int index) |
| Get Object of StateBehavior from index. More... | |
| StateBehaviour | GetBehaviour (System.Type type) |
| Gets the behaviour. More... | |
| T | GetBehaviour< T > () |
| Gets the behaviour. More... | |
| StateBehaviour[] | GetBehaviours (System.Type type) |
| Gets the behaviours. More... | |
| T[] | GetBehaviours< T > () |
| Gets the behaviours. More... | |
| bool | Contains (StateBehaviour behaviour) |
| Whether StateBehaviour are included. More... | |
| int | IndexOfBehaviour (Object behaviourObj) |
| Return index of StateBehaviour. More... | |
| void | RemoveBehaviour (Object behaviourObj) |
| I want to remove the StateBehaviour. More... | |
| void | RemoveBehaviourAt (int behaviourIndex) |
| I want to remove the StateBehaviour. More... | |
| void | SwapBehaviour (int fromIndex, int toIndex) |
| Swap the order of StateBehaviour. More... | |
| void | MoveBehaviour (int fromIndex, State toState, int toIndex) |
| Move the order of StateBehaviour. More... | |
| void | SetBehaviour (int index, StateBehaviour behaviour) |
| Set StateBehaviour. More... | |
| override bool | IsContainsBehaviour (NodeBehaviour behaviour) |
| Check if it contains NodeBehaviour. More... | |
| void | DisconnectState (int stateID) |
| For internal. More... | |
| void | DestroyBehaviour (Object behaviourObj) |
| Destroy StateBehaviour More... | |
| void | DestroyBehaviourAt (int behaviourIndex) |
| Destroy StateBehaviour More... | |
| void | DestroyBehaviours () |
| For internal. More... | |
| void | UpdateBehaviours () |
| For internal. More... | |
| void | LateUpdateBehaviours () |
| For internal. More... | |
| void | SendTrigger (string message) |
| Send a trigger message. More... | |
| override string | GetName () |
| Get node name. More... | |
Public Member Functions inherited from Node | |
| Node (NodeGraph nodeGraph, int nodeID) | |
| Node constructor More... | |
| virtual bool | IsDeletable () |
| Returns whether or not it can be deleted. More... | |
| override string | ToString () |
| Convert node to string (for debugging). More... | |
Public Attributes | |
| string | name = "New State" |
| The name of the state. More... | |
Public Attributes inherited from Node | |
| Rect | position |
| Position on the Arbor Editor. More... | |
| bool | showComment |
| Whether to display comments More... | |
| string | nodeComment |
| Comment More... | |
Protected Member Functions | |
| override void | OnGraphChanged () |
| Called when the NodeGraph to which the Node belongs has changed. More... | |
Properties | |
| ArborFSMInternal | stateMachine [get] |
| Gets the state machine. More... | |
| StateBehaviour[] | behaviours [get] |
| Deprecated. More... | |
| int | behaviourCount [get] |
| Get a count of Behavior. More... | |
| int | stateID [get] |
| Gets the state identifier. More... | |
| bool | resident [get] |
| Gets a value indicating whether this State is resident. More... | |
| bool | breakPoint [get, set] |
| Break point. More... | |
| uint | transitionCount [get, set] |
| Transition count. More... | |
Properties inherited from Node | |
| NodeGraph | nodeGraph [get] |
| Gets the NodeGraph. More... | |
| int | nodeID [get] |
| Gets the node identifier. More... | |
Class that represents the state
| State | ( | ArborFSMInternal | stateMachine, |
| int | nodeID, | ||
| bool | resident | ||
| ) |
State constructor
| stateMachine | StateMachine with this node |
| nodeID | Node ID |
| resident | Resident state |
Please use the ArborFSMInternal.CreateState(bool) state creating.
| void AddBehaviour | ( | StateBehaviour | behaviour | ) |
Adds the behaviour.
| behaviour | Add StateBehaviour |
| StateBehaviour AddBehaviour | ( | System.Type | type | ) |
| T AddBehaviour< T > | ( | ) |
Adds the behaviour.
| T | Type of add StateBehaviour |
| T | : | StateBehaviour |
| bool Contains | ( | StateBehaviour | behaviour | ) |
Whether StateBehaviour are included.
| behaviour | Judges StateBehaviour. |
| void DestroyBehaviour | ( | Object | behaviourObj | ) |
Destroy StateBehaviour
| behaviourObj | The StateBehavior you want to destroy. |
| void DestroyBehaviourAt | ( | int | behaviourIndex | ) |
Destroy StateBehaviour
| behaviourIndex | Index of StateBehaviour you want to destroy. |
| void DestroyBehaviours | ( | ) |
For internal.
| void DisconnectState | ( | int | stateID | ) |
For internal.
| StateBehaviour GetBehaviour | ( | System.Type | type | ) |
Gets the behaviour.
| type | Type of you want to get StateBehaviour. |
| T GetBehaviour< T > | ( | ) |
Gets the behaviour.
| T | Type of you want to get StateBehaviour. |
| T | : | StateBehaviour |
| StateBehaviour GetBehaviourFromIndex | ( | int | index | ) |
| Object GetBehaviourObjectFromIndex | ( | int | index | ) |
Get Object of StateBehavior from index.
| index | Index |
| StateBehaviour [] GetBehaviours | ( | System.Type | type | ) |
Gets the behaviours.
| type | Type of you want to get StateBehaviour. |
| T [] GetBehaviours< T > | ( | ) |
Gets the behaviours.
| T | Type of you want to get StateBehaviour. |
| T | : | StateBehaviour |
| int IndexOfBehaviour | ( | Object | behaviourObj | ) |
Return index of StateBehaviour.
| behaviourObj | The StateBehaviour to locate in the State. |
| void InsertBehaviour | ( | int | index, |
| StateBehaviour | behaviour | ||
| ) |
Insert the behaviour.
| index | Insertion destination index |
| behaviour | Insert StateBehaviour |
| StateBehaviour InsertBehaviour | ( | int | index, |
| System.Type | type | ||
| ) |
Insert the behaviour.
| index | Insertion destination index |
| type | Type of add StateBehaviour |
| T InsertBehaviour< T > | ( | int | index | ) |
Adds the behaviour.
| T | Type of insert StateBehaviour |
| index | Insertion destination index |
| T | : | StateBehaviour |
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virtual |
Check if it contains NodeBehaviour.
| behaviour | Check NodeBehaviour |
Reimplemented from Node.
| void LateUpdateBehaviours | ( | ) |
For internal.
| void MoveBehaviour | ( | int | fromIndex, |
| State | toState, | ||
| int | toIndex | ||
| ) |
Move the order of StateBehaviour.
| fromIndex | The moving want index. |
| toState | The destination State. |
| toIndex | The destination index. |
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protectedvirtual |
| void RemoveBehaviour | ( | Object | behaviourObj | ) |
I want to remove the StateBehaviour.
For instance is not deleted, that you use the StateBehaviour.Destroy.
| behaviourObj | StateBehaviour you want to remove. |
| void RemoveBehaviourAt | ( | int | behaviourIndex | ) |
I want to remove the StateBehaviour.
For instance is not deleted, that you use the StateBehaviour.Destroy.
| behaviourIndex | Index of StateBehaviour to remove. |
| void SendTrigger | ( | string | message | ) |
Send a trigger message.
StateBehaviour.OnStateTrigger is called.
| message | Message to be sent |
| void SetBehaviour | ( | int | index, |
| StateBehaviour | behaviour | ||
| ) |
Set StateBehaviour.
| index | Index |
| behaviour | StateBehaviour |
Note that the original StateBehaviour does not Destroy. If you want to add StateBehaviour, please use AddBehaviour. If you want to do Destroy please use DestroyBehaviour.
| void SwapBehaviour | ( | int | fromIndex, |
| int | toIndex | ||
| ) |
Swap the order of StateBehaviour.
| fromIndex | The swapping want index. |
| toIndex | Exchange destination index. |
| void UpdateBehaviours | ( | ) |
For internal.
| string name = "New State" |
The name of the state.
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get |
Get a count of Behavior.
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get |
Deprecated.
Use behaviourCount and GetBehaviourFromIndex.
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getset |
Break point.
When this property is true, the editor is in a pause state at the timing of entering the state.
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get |
Gets a value indicating whether this State is resident.
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get |
Gets the state identifier.
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get |
Gets the state machine.
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getset |
Transition count.