Arbor: State Diagram Editor  2.2.0
State Class Reference

Class that represents the state More...

Inheritance diagram for State:
Node

Public Member Functions

 State (ArborFSMInternal stateMachine, int nodeID, bool resident)
 Please use the ArborFSMInternal.CreateState state creating. More...
 
void AddBehaviour (StateBehaviour behaviour)
 Adds the behaviour. More...
 
StateBehaviour AddBehaviour (System.Type type)
 Adds the behaviour. More...
 
AddBehaviour< T > ()
 Adds the behaviour. More...
 
StateBehaviour InsertBehaviour (int index, System.Type type)
 Insert the behaviour. More...
 
InsertBehaviour< T > (int index, System.Type type)
 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...
 
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...
 
void RemoveBehaviour (Object behaviourObj)
 I want to remove the StateBehaviour. More...
 
void SwapBehaviour (int fromIndex, int toIndex)
 Swap the order of StateBehaviour. More...
 
void MoveBehaviour (int fromIndex, int toIndex)
 Move the order of StateBehaviour. More...
 
delegate Object InstanceIDToObject (int instanceID)
 For Editor. More...
 
void ForceRebuild (InstanceIDToObject instanceIDToObject)
 For Editor. More...
 
void Move (ArborFSMInternal stateMachine)
 For Editor. More...
 
void DisconnectState (int stateID)
 For internal. More...
 
void DestroyBehaviour (Object behaviourObj)
 
void DestroyBehaviours ()
 For internal. More...
 
void DestroySubComponents ()
 For internal. More...
 
void SetHideFlags (HideFlags hideFlags)
 For internal. More...
 
bool IsStateMachine (ArborFSMInternal stateMachine)
 For internal. More...
 
void EnableState (bool enable, bool changeState)
 For internal. More...
 
void SendTrigger (string message)
 Send a trigger message. More...
 
- Public Member Functions inherited from Node
 Node (ArborFSMInternal stateMachine, int nodeID)
 

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...
 

Properties

StateBehaviour[] behaviours [get]
 
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]
 
int transitionCount [get, set]
 
- Properties inherited from Node
ArborFSMInternal stateMachine [get]
 Gets the state machine. More...
 
int nodeID [get]
 Gets the node identifier. More...
 

Additional Inherited Members

- Protected Attributes inherited from Node
ArborFSMInternal _StateMachine
 
int _NodeID
 

Detailed Description

Class that represents the state

Constructor & Destructor Documentation

State ( ArborFSMInternal  stateMachine,
int  nodeID,
bool  resident 
)

Please use the ArborFSMInternal.CreateState state creating.

Member Function Documentation

void AddBehaviour ( StateBehaviour  behaviour)

Adds the behaviour.

Parameters
behaviourAdd StateBehaviour
StateBehaviour AddBehaviour ( System.Type  type)

Adds the behaviour.

Parameters
typeType of add StateBehaviour
Returns
Added StateBehaviour
T AddBehaviour< T > ( )

Adds the behaviour.

Template Parameters
TType of add StateBehaviour
Returns
Added StateBehaviour
Type Constraints
T :StateBehaviour 
bool Contains ( StateBehaviour  behaviour)

Whether StateBehaviour are included.

Parameters
behaviourJudges StateBehaviour.
Returns
Whether included are.
void DestroyBehaviour ( Object  behaviourObj)
void DestroyBehaviours ( )

For internal.

void DestroySubComponents ( )

For internal.

void DisconnectState ( int  stateID)

For internal.

void EnableState ( bool  enable,
bool  changeState 
)

For internal.

void ForceRebuild ( InstanceIDToObject  instanceIDToObject)

For Editor.

StateBehaviour GetBehaviour ( System.Type  type)

Gets the behaviour.

Parameters
typeType of you want to get StateBehaviour.
Returns
Found StateBehaviour. Or null if it is not.
T GetBehaviour< T > ( )

Gets the behaviour.

Template Parameters
TType of you want to get StateBehaviour.
Returns
Found StateBehaviour. Or null if it is not.
Type Constraints
T :StateBehaviour 
StateBehaviour GetBehaviourFromIndex ( int  index)

Get StateBehavior from index.

Parameters
indexIndex
Returns
StateBehaviour
Object GetBehaviourObjectFromIndex ( int  index)

Get Object of StateBehavior from index.

Parameters
indexIndex
Returns
Object
StateBehaviour [] GetBehaviours ( System.Type  type)

Gets the behaviours.

Parameters
typeType of you want to get StateBehaviour.
Returns
Array of found StateBehaviour.
T [] GetBehaviours< T > ( )

Gets the behaviours.

Template Parameters
TType of you want to get StateBehaviour.
Returns
Array of found StateBehaviour.
Type Constraints
T :StateBehaviour 
StateBehaviour InsertBehaviour ( int  index,
System.Type  type 
)

Insert the behaviour.

Parameters
indexInsertion destination index
typeType of add StateBehaviour
Returns
Inserted StateBehaviour
T InsertBehaviour< T > ( int  index,
System.Type  type 
)

Adds the behaviour.

Template Parameters
TType of insert StateBehaviour

///

Parameters
indexInsertion destination index
Returns
Inserted StateBehaviour
Type Constraints
T :StateBehaviour 
delegate Object InstanceIDToObject ( int  instanceID)

For Editor.

bool IsStateMachine ( ArborFSMInternal  stateMachine)

For internal.

void Move ( ArborFSMInternal  stateMachine)

For Editor.

void MoveBehaviour ( int  fromIndex,
int  toIndex 
)

Move the order of StateBehaviour.

Parameters
fromIndexThe moving want index.
toIndexThe destination index.
void RemoveBehaviour ( Object  behaviourObj)

I want to remove the StateBehaviour.

For instance is not deleted, that you use the StateBehaviour.Destroy.

Parameters
behaviourObjStateBehaviour you want to remove.
void SendTrigger ( string  message)

Send a trigger message.

StateBehaviour.OnStateTrigger is called.

Parameters
message
void SetHideFlags ( HideFlags  hideFlags)

For internal.

void SwapBehaviour ( int  fromIndex,
int  toIndex 
)

Swap the order of StateBehaviour.

Parameters
fromIndexThe swapping want index.
toIndexExchange destination index.

Member Data Documentation

string name = "New State"

The name of the state.

Property Documentation

int behaviourCount
get

Get a count of Behavior.

StateBehaviour [] behaviours
get
bool breakPoint
getset
bool resident
get

Gets a value indicating whether this State is resident.

int stateID
get

Gets the state identifier.

int transitionCount
getset