Arbor 3: FSM & BT Graph Editor  3.1.3
ArborFSMInternal Class Reference

Internal class of Arbor.ArborFSM. More...

Inheritance diagram for ArborFSMInternal:
NodeGraph ArborFSM

Public Member Functions

int IndexOfStateLinkHistory (StateLink stateLink)
 Retrieve the index in the history that transited by the specified StateLink. More...
 
State GetStateFromIndex (int index)
 Get State from index. More...
 
int GetStateIndex (State state)
 Get State index. More...
 
State GetStateFromID (int stateID)
 Gets Arbor.State from the state identifier. More...
 
State GetState (StateLink stateLink)
 Gets Arbor.State from the StateLink. More...
 
State CreateState (int nodeID, bool resident)
 Create state. More...
 
State CreateState (bool resident)
 Create state. More...
 
State CreateState ()
 Create state. More...
 
State FindState (string stateName)
 Search state by name. More...
 
State[] FindStates (string stateName)
 Search state by name. More...
 
State FindStateContainsBehaviour (StateBehaviour behaviour)
 Acquisition of states StateBehaviour belongs. More...
 
bool DeleteState (State state)
 Delete state. More...
 
StateLinkRerouteNode CreateStateLinkRerouteNode (Vector2 position, int nodeID)
 Create StateLinkRerouteNode. More...
 
StateLinkRerouteNode CreateStateLinkRerouteNode (Vector2 position)
 Create StateLinkRerouteNode. More...
 
void Play ()
 Start playing the state machine. More...
 
void Stop ()
 Stopping playback of the state machine. More...
 
void Pause ()
 Pause playback of the state machine. More...
 
void Resume ()
 Resume playing state machine. More...
 
void ExecuteUpdate (bool autoExecuteLateUpdate=false)
 Perform an update. More...
 
void ExecuteLateUpdate ()
 Perform an LateUpdate. More...
 
bool Transition (State nextState, TransitionTiming transitionTiming)
 State transition More...
 
bool Transition (State nextState, bool immediateTransition)
 State transition More...
 
bool Transition (State nextState)
 State transition. More...
 
bool Transition (int nextStateID, TransitionTiming transitionTiming)
 State transition More...
 
bool Transition (int nextStateID, bool immediateTransition)
 State transition More...
 
bool Transition (int nextStateID)
 State transition. More...
 
bool Transition (StateLink nextStateLink, TransitionTiming transitionTiming)
 State transition More...
 
bool Transition (StateLink nextStateLink, bool immediateTransition)
 State transition More...
 
bool Transition (StateLink nextStateLink)
 State transition. More...
 
void SendTrigger (string message)
 Sending of trigger More...
 
- Public Member Functions inherited from NodeGraph
Node GetNodeFromIndex (int index)
 Get Node from index. More...
 
Node GetNodeFromID (int nodeID)
 Gets Arbor.Node from the node identifier. More...
 
CalculatorNode GetCalculatorFromIndex (int index)
 Get CalculatorNode from index. More...
 
int GetCalculatorIndex (CalculatorNode calculator)
 Get CalculatorNode index. More...
 
CalculatorNode GetCalculatorFromID (int calculatorID)
 Gets Arbor.CalculatorNode from the calculator identifier. More...
 
CalculatorNode CreateCalculator (int nodeID, System.Type calculatorType)
 Create calculator. More...
 
CalculatorNode CreateCalculator (System.Type calculatorType)
 Create calculator. More...
 
CalculatorNode FindCalculator (Calculator calculator)
 Acquisition of CalculatorNodes Calculator belongs. More...
 
bool DeleteCalculator (CalculatorNode calculatorNode)
 Delete calculator. More...
 
CommentNode GetCommentFromIndex (int index)
 Get CommentNode from index. More...
 
int GetCommentIndex (CommentNode comment)
 Get CommentNode index. More...
 
CommentNode GetCommentFromID (int commentID)
 Gets Arbor.CommentNode from the comment identifier. More...
 
CommentNode CreateComment (int nodeID)
 Create comment. More...
 
CommentNode CreateComment ()
 Create comment. More...
 
void DeleteComment (CommentNode comment)
 Delete comment. More...
 
GroupNode GetGroupFromIndex (int index)
 Get GroupNode from index. More...
 
GroupNode CreateGroup (int nodeID)
 Create group. More...
 
GroupNode CreateGroup ()
 Create group. More...
 
void DeleteGroup (GroupNode group)
 Delete group. More...
 
GroupNode GetGroupFromID (int groupID)
 Gets Arbor.GroupNode from the group identifier. More...
 
CalculatorBranchRerouteNode CreateCalculatorBranchRerouteNode (Vector2 position, System.Type type, int nodeID)
 Create CalculatorBranchRerouteNode. More...
 
CalculatorBranchRerouteNode CreateCalculatorBranchRerouteNode (Vector2 position, System.Type type)
 Create CalculatorBranchRerouteNode. More...
 
void DeleteCalculatorBranchRerouteNode (CalculatorBranchRerouteNode rerouteNode)
 Delete CalculatorBranchRerouteNode. More...
 
virtual void OnValidateNodes ()
 Called when the node is changed. More...
 
bool DeleteNode (Node node)
 Delete node. More...
 
Node FindNodeContainsBehaviour (NodeBehaviour behaviour)
 Acquisition of nodes NodeBehaviour belongs. More...
 
CalculatorBranch GetCalculatorBranchFromIndex (int index)
 Get CalculatorBranch from index. More...
 
int GetCalculatorBranchIndex (CalculatorBranch branch)
 Get CalculatorBranch index. More...
 
CalculatorBranch GetCalculatorBranchFromID (int branchID)
 Gets Arbor.CalculatorBranch from the calculator branch identifier. More...
 
CalculatorBranch ConnectCalculatorBranch (int branchID, int inputNodeID, Object inputObj, CalculatorSlot inputSlot, int outputNodeID, Object outputObj, CalculatorSlot outputSlot)
 Connect CalculatorSlot. More...
 
CalculatorBranch ConnectCalculatorBranch (int inputNodeID, Object inputObj, CalculatorSlot inputSlot, int outputNodeID, Object outputObj, CalculatorSlot outputSlot)
 Connect CalculatorSlot. More...
 
void DisconnectCalculatorBranch (Object obj)
 Method to be used internally. More...
 
void DeleteCalculatorBranch (CalculatorBranch branch)
 Delete calculator branch. More...
 
bool CheckLoopCalculatorBranch (int inputNodeID, Object inputObj, int outputNodeID, Object outputObj)
 Check if CalculatorBranch is looping. More...
 
delegate void NodeGraphCallback (NodeGraph nodeGraph)
 Delegate for NodeGraph callback More...
 
void DestroySubComponents ()
 Method to be used internally. More...
 
override string ToString ()
 Convert graph to string (for debugging). More...
 

Public Attributes

bool playOnStart = true
 Flag to be played at the start. More...
 
UpdateSettings updateSettings = new UpdateSettings()
 Settings related to updating. More...
 
- Public Attributes inherited from NodeGraph
string graphName
 The Graph name. More...
 

Protected Member Functions

override bool OnDeleteNode (Node node)
 Delete node. More...
 
override void OnValidate ()
 See MonoBehaviour.OnValidate. More...
 
sealed override void OnReset ()
 Reset or create callback. More...
 

Properties

PlayState playState [get]
 Play state More...
 
string fsmName [get, set]
 The FSM name. More...
 
int startStateID [get]
 Gets the start state identifier. More...
 
State currentState [get]
 Gets Arbor.State of the current. More...
 
State nextState [get]
 Gets Arbor.State of the next state. More...
 
int stateCount [get]
 Get a count of State. More...
 
StateLinkRerouteNodeList stateLinkRerouteNodes [get]
 StateLinkRerouteNode List More...
 
State[] states [get]
 Gets all of Arbor.State. More...
 
- Properties inherited from NodeGraph
string displayGraphName [get]
 Display name of the node graph. More...
 
NodeGraph parentGraph [get]
 Parent graph More...
 
NodeGraph rootGraph [get]
 Root graph More...
 
Object ownerBehaviourObject [get, set]
 Object of NodeBehaviour own this graph More...
 
NodeBehaviour ownerBehaviour [get, set]
 NodeBehaviour is the owner of this graph More...
 
bool external [get]
 Flag instantiated from external graph More...
 
int nodeCount [get]
 Get a count of Node. More...
 
int calculatorCount [get]
 Get a count of CalculatorNode. More...
 
CalculatorNode[] calculators [get]
 Gets all of Arbor.CalculatorNode. More...
 
int commentCount [get]
 Get a count of CommentNode. More...
 
CommentNode[] comments [get]
 Gets all of Arbor.CommentNode. More...
 
int groupCount [get]
 Get a count of GroupNode. More...
 
CalculatorBranchRerouteNodeList calculatorBranchRerouteNodes [get]
 CalculatorBranchRerouteNode list More...
 
int calculatorBranchCount [get]
 Get a count of CalculatorBranch. More...
 
CalculatorBranch[] calculatorBranchies [get]
 Gets all of Arbor.CalculatorBranch. More...
 

Additional Inherited Members

- Static Public Member Functions inherited from NodeGraph
static NodeGraph FindGraph (string name)
 Get the NodeGraph that in the scene with the name. More...
 
static NodeGraph FindGraph (string name, System.Type type)
 Get the NodeGraph that in the scene with the name. More...
 
static T FindGraph< T > (string name)
 Get the NodeGraph that in the scene with the name. More...
 
static NodeGraph[] FindGraphs (string name)
 Get the NodeGraph of the same name that is in the scene. More...
 
static NodeGraph[] FindGraphs (string name, System.Type type)
 Get the NodeGraph of the same name that is in the scene. More...
 
static T[] FindGraphs< T > (string name)
 Get the NodeGraph of the same name that is in the scene. More...
 
static NodeGraph FindGraph (GameObject gameObject, string name)
 Get NodeGraph in the name that has been attached to the GameObject. More...
 
static NodeGraph FindGraph (GameObject gameObject, string name, System.Type type)
 Get NodeGraph in the name that has been attached to the GameObject. More...
 
static T FindGraph< T > (GameObject gameObject, string name)
 Get NodeGraph in the name that has been attached to the GameObject. More...
 
static NodeGraph[] FindGraphs (GameObject gameObject, string name)
 Get the NodeGraph of the same name that is attached to a GameObject. More...
 
static NodeGraph[] FindGraphs (GameObject gameObject, string name, System.Type type)
 Get the NodeGraph of the same name that is attached to a GameObject. More...
 
static T[] FindGraphs< T > (GameObject gameObject, string name)
 Get the NodeGraph of the same name that is attached to a GameObject. More...
 
static NodeGraph Create (GameObject gameObject, System.Type classType)
 Create NodeGraph More...
 
static GraphType Create< GraphType > (GameObject gameObject)
 Create NodeGraph More...
 
static NodeGraph Instantiate (NodeGraph sourceGraph, NodeBehaviour ownerBehaviour)
 Instantiate NodeGraph More...
 
static GraphType Instantiate< GraphType > (GraphType sourceGraph, NodeBehaviour ownerBehaviour)
 Instantiate NodeGraph More...
 
static void Destroy (NodeGraph nodeGraph)
 Destroy NodeGraph More...
 
- Events inherited from NodeGraph
NodeGraphCallback destroyCallback
 Call back when being destroyed More...
 
NodeGraphCallback stateChangedCallback
 Call back when the state changes More...
 

Detailed Description

Internal class of Arbor.ArborFSM.

To actually attach to GameObject is to use the Arbor.ArborFSM.

Member Function Documentation

State CreateState ( int  nodeID,
bool  resident 
)

Create state.

Parameters
nodeIDNode ID
residentResident whether flags.
Returns
The created state. If the node ID is not unique, return null without creating it.
State CreateState ( bool  resident)

Create state.

Parameters
residentResident whether flags.
Returns
The created state.
State CreateState ( )

Create state.

Returns
The created state.
StateLinkRerouteNode CreateStateLinkRerouteNode ( Vector2  position,
int  nodeID 
)

Create StateLinkRerouteNode.

Parameters
positionNode position
nodeIDNode ID
Returns
The created StateLinkRerouteNode
StateLinkRerouteNode CreateStateLinkRerouteNode ( Vector2  position)

Create StateLinkRerouteNode.

Parameters
positionNode position
Returns
The created StateLinkRerouteNode
bool DeleteState ( State  state)

Delete state.

Parameters
stateState that you want to delete.
Returns
true if deleted
void ExecuteLateUpdate ( )

Perform an LateUpdate.

Please call this method at any timing when UpdateSettings.type is Manual.

void ExecuteUpdate ( bool  autoExecuteLateUpdate = false)

Perform an update.

Please call this method at any timing when UpdateSettings.type is Manual.

Parameters
autoExecuteLateUpdateFlag for ExecuteLateUpdate automatically
State FindState ( string  stateName)

Search state by name.

Parameters
stateNameThe name of the search state.
Returns
Found state. Return null if not.
State FindStateContainsBehaviour ( StateBehaviour  behaviour)

Acquisition of states StateBehaviour belongs.

Parameters
behaviourStateBehaviour
Returns
States StateBehaviour belongs. Return null if not.
State [] FindStates ( string  stateName)

Search state by name.

Parameters
stateNameThe name of the search state.
Returns
Array of found state.
State GetState ( StateLink  stateLink)

Gets Arbor.State from the StateLink.

Parameters
stateLinkStateLink
Returns
Found Arbor.State. Returns null if not found.
State GetStateFromID ( int  stateID)

Gets Arbor.State from the state identifier.

Parameters
stateIDThe state identifier.
Returns
Found Arbor.State. Returns null if not found.
State GetStateFromIndex ( int  index)

Get State from index.

Parameters
indexIndex
Returns
State
int GetStateIndex ( State  state)

Get State index.

Parameters
stateState
Returns
Index. If not, it returns -1.
int IndexOfStateLinkHistory ( StateLink  stateLink)

Retrieve the index in the history that transited by the specified StateLink.

Parameters
stateLinkStateLink to acquire
Returns
Index of history. -1 is not eligible. Larger values indicate older transitions.
override bool OnDeleteNode ( Node  node)
protectedvirtual

Delete node.

Parameters
nodeThe node to delete
Returns
Returns true if deleted, false otherwise.

Implements NodeGraph.

sealed override void OnReset ( )
protectedvirtual

Reset or create callback.

Reimplemented from NodeGraph.

override void OnValidate ( )
protectedvirtual

See MonoBehaviour.OnValidate.

Reimplemented from NodeGraph.

void Pause ( )

Pause playback of the state machine.

void Play ( )

Start playing the state machine.

void Resume ( )

Resume playing state machine.

void SendTrigger ( string  message)

Sending of trigger

Parameters
messageMessage to be sent
void Stop ( )

Stopping playback of the state machine.

bool Transition ( State  nextState,
TransitionTiming  transitionTiming 
)

State transition

Parameters
nextStateDestination state.
transitionTimingTransition timing.
Returns
Whether or not the transition
bool Transition ( State  nextState,
bool  immediateTransition 
)

State transition

Parameters
nextStateDestination state.
immediateTransitionWhether or not to transition immediately. If false I will transition to the end of the current frame (when LateUpdate).
Returns
Whether or not the transition
bool Transition ( State  nextState)

State transition.

Timing to actually transition current frame last (when LateUpdate).

Parameters
nextStateDestination state.
Returns
Whether or not the transition
bool Transition ( int  nextStateID,
TransitionTiming  transitionTiming 
)

State transition

Parameters
nextStateIDState ID for the transition destination.
transitionTimingTransition timing.
Returns
Whether or not the transition
bool Transition ( int  nextStateID,
bool  immediateTransition 
)

State transition

Parameters
nextStateIDState ID for the transition destination.
immediateTransitionWhether or not to transition immediately. If false I will transition to the end of the current frame (when LateUpdate).
Returns
Whether or not the transition
bool Transition ( int  nextStateID)

State transition.

Timing to actually transition current frame last (when LateUpdate).

Parameters
nextStateIDState ID for the transition destination.
Returns
Whether or not the transition
bool Transition ( StateLink  nextStateLink,
TransitionTiming  transitionTiming 
)

State transition

Parameters
nextStateLinkThe destination of transition.
transitionTimingTransition timing.
Returns
Whether or not the transition
bool Transition ( StateLink  nextStateLink,
bool  immediateTransition 
)

State transition

Parameters
nextStateLinkThe destination of transition.
immediateTransitionWhether or not to transition immediately. If false I will transition to the end of the current frame (when LateUpdate).
Returns
Whether or not the transition
bool Transition ( StateLink  nextStateLink)

State transition.

Timing to actually transition current frame last (when LateUpdate).

Parameters
nextStateLinkThe destination of transition.
Returns
Whether or not the transition

Member Data Documentation

bool playOnStart = true

Flag to be played at the start.

UpdateSettings updateSettings = new UpdateSettings()

Settings related to updating.

Property Documentation

State currentState
get

Gets Arbor.State of the current.

Arbor.State of the current.

string fsmName
getset

The FSM name.


It is used for identification and retrieval when there is more than one FSM in one GameObject.

State nextState
get

Gets Arbor.State of the next state.

Arbor.State of the next state.

PlayState playState
get

Play state

int startStateID
get

Gets the start state identifier.

The start state identifier.

int stateCount
get

Get a count of State.

StateLinkRerouteNodeList stateLinkRerouteNodes
get
State [] states
get

Gets all of Arbor.State.

Array of Arbor.State.