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
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- 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
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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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State connection
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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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Transition to connection destination
It is referred to as the Transition in the transition you want to timing.
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Data flow
It is possible to input / output values by data flow.
For details, see “Scripting: Data flow”.