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int | IndexOfStateLinkHistory (StateLink stateLink) |
| Retrieve the index in the history that transited by the specified StateLink. More...
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State | GetStateFromIndex (int index) |
| Get State from index. More...
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int | GetStateIndex (State state) |
| Get State index. More...
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State | GetStateFromID (int stateID) |
| Gets Arbor.State from the state identifier. More...
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State | GetState (StateLink stateLink) |
| Gets Arbor.State from the StateLink. More...
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State | CreateState (int nodeID, bool resident) |
| Create state. More...
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State | CreateState (bool resident) |
| Create state. More...
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State | CreateState () |
| Create state. More...
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State | FindState (string stateName) |
| Search state by name. More...
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State[] | FindStates (string stateName) |
| Search state by name. More...
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State | FindStateContainsBehaviour (StateBehaviour behaviour) |
| Acquisition of states StateBehaviour belongs. More...
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bool | DeleteState (State state) |
| Delete state. More...
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StateLinkRerouteNode | CreateStateLinkRerouteNode (Vector2 position, int nodeID, Color lineColor) |
| Create StateLinkRerouteNode. More...
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StateLinkRerouteNode | CreateStateLinkRerouteNode (Vector2 position, int nodeID) |
| Create StateLinkRerouteNode. More...
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StateLinkRerouteNode | CreateStateLinkRerouteNode (Vector2 position, Color lineColor) |
| Create StateLinkRerouteNode. More...
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StateLinkRerouteNode | CreateStateLinkRerouteNode (Vector2 position) |
| Create StateLinkRerouteNode. More...
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void | Play () |
| Start playing the state machine. More...
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void | Stop () |
| Stopping playback of the state machine. More...
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void | Pause () |
| Pause playback of the state machine. More...
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void | Resume () |
| Resume playing state machine. More...
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void | ExecuteUpdate (bool autoExecuteLateUpdate=false) |
| Perform an update. More...
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void | ExecuteLateUpdate () |
| Perform an LateUpdate. More...
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bool | Transition (State nextState, TransitionTiming transitionTiming) |
| State transition More...
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bool | Transition (State nextState, bool immediateTransition) |
| State transition More...
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bool | Transition (State nextState) |
| State transition. More...
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bool | Transition (int nextStateID, TransitionTiming transitionTiming) |
| State transition More...
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bool | Transition (int nextStateID, bool immediateTransition) |
| State transition More...
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bool | Transition (int nextStateID) |
| State transition. More...
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bool | Transition (StateLink nextStateLink, TransitionTiming transitionTiming) |
| State transition More...
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bool | Transition (StateLink nextStateLink, bool immediateTransition) |
| State transition More...
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bool | Transition (StateLink nextStateLink) |
| State transition. More...
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void | SendTrigger (string message, SendTriggerFlags flags) |
| Sending of trigger More...
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void | SendTrigger (string message) |
| Sending of trigger More...
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Node | GetNodeFromIndex (int index) |
| Get Node from index. More...
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Node | GetNodeFromID (int nodeID) |
| Gets Arbor.Node from the node identifier. More...
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CalculatorNode | GetCalculatorFromIndex (int index) |
| Get CalculatorNode from index. More...
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int | GetCalculatorIndex (CalculatorNode calculator) |
| Get CalculatorNode index. More...
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CalculatorNode | GetCalculatorFromID (int calculatorID) |
| Gets Arbor.CalculatorNode from the calculator identifier. More...
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CalculatorNode | CreateCalculator (int nodeID, System.Type calculatorType) |
| Create calculator. More...
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CalculatorNode | CreateCalculator (System.Type calculatorType) |
| Create calculator. More...
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CalculatorNode | FindCalculator (Calculator calculator) |
| Acquisition of CalculatorNodes Calculator belongs. More...
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bool | DeleteCalculator (CalculatorNode calculatorNode) |
| Delete calculator. More...
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CommentNode | GetCommentFromIndex (int index) |
| Get CommentNode from index. More...
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int | GetCommentIndex (CommentNode comment) |
| Get CommentNode index. More...
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CommentNode | GetCommentFromID (int commentID) |
| Gets Arbor.CommentNode from the comment identifier. More...
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CommentNode | CreateComment (int nodeID) |
| Create comment. More...
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CommentNode | CreateComment () |
| Create comment. More...
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void | DeleteComment (CommentNode comment) |
| Delete comment. More...
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GroupNode | GetGroupFromIndex (int index) |
| Get GroupNode from index. More...
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GroupNode | CreateGroup (int nodeID) |
| Create group. More...
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GroupNode | CreateGroup () |
| Create group. More...
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void | DeleteGroup (GroupNode group) |
| Delete group. More...
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GroupNode | GetGroupFromID (int groupID) |
| Gets Arbor.GroupNode from the group identifier. More...
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DataBranchRerouteNode | CreateDataBranchRerouteNode (Vector2 position, System.Type type, int nodeID) |
| Create DataBranchRerouteNode. More...
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DataBranchRerouteNode | CreateCalculatorBranchRerouteNode (Vector2 position, System.Type type, int nodeID) |
| Create DataBranchRerouteNode. More...
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DataBranchRerouteNode | CreateDataBranchRerouteNode (Vector2 position, System.Type type) |
| Create DataBranchRerouteNode. More...
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DataBranchRerouteNode | CreateCalculatorBranchRerouteNode (Vector2 position, System.Type type) |
| Create DataBranchRerouteNode. More...
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void | DeleteDataBranchRerouteNode (DataBranchRerouteNode rerouteNode) |
| Delete DataBranchRerouteNode. More...
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void | DeleteCalculatorBranchRerouteNode (DataBranchRerouteNode rerouteNode) |
| Delete DataBranchRerouteNode. More...
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virtual void | OnValidateNodes () |
| Called when the node is changed. More...
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bool | DeleteNode (Node node) |
| Delete node. More...
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Node | FindNodeContainsBehaviour (NodeBehaviour behaviour) |
| Acquisition of nodes NodeBehaviour belongs. More...
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DataBranch | GetDataBranchFromIndex (int index) |
| Get DataBranch from index. More...
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DataBranch | GetCalculatorBranchFromIndex (int index) |
| Get DataBranch from index. More...
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int | GetDataBranchIndex (DataBranch branch) |
| Get DataBranch index. More...
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int | GetCalculatorBranchIndex (DataBranch branch) |
| Get DataBranch index. More...
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DataBranch | GetDataBranchFromID (int branchID) |
| Gets Arbor.DataBranch from the calculator branch identifier. More...
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DataBranch | GetCalculatorBranchFromID (int branchID) |
| Gets Arbor.DataBranch from the calculator branch identifier. More...
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DataBranch | ConnectDataBranch (int branchID, int inputNodeID, Object inputObj, DataSlot inputSlot, int outputNodeID, Object outputObj, DataSlot outputSlot) |
| Connect DataSlot. More...
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DataBranch | ConnectCalculatorBranch (int branchID, int inputNodeID, Object inputObj, DataSlot inputSlot, int outputNodeID, Object outputObj, DataSlot outputSlot) |
| Connect DataSlot. More...
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DataBranch | ConnectDataBranch (int inputNodeID, Object inputObj, DataSlot inputSlot, int outputNodeID, Object outputObj, DataSlot outputSlot) |
| Connect DataSlot. More...
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DataBranch | ConnectCalculatorBranch (int inputNodeID, Object inputObj, DataSlot inputSlot, int outputNodeID, Object outputObj, DataSlot outputSlot) |
| Connect DataSlot. More...
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void | DisconnectDataBranch (Object obj) |
| Method to be used internally. More...
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void | DeleteDataBranch (DataBranch branch) |
| Delete DataBranch. More...
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void | DeleteCalculatorBranch (DataBranch branch) |
| Delete DataBranch. More...
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bool | CheckLoopDataBranch (int inputNodeID, Object inputObj, int outputNodeID, Object outputObj) |
| Check if DataBranch is looping. More...
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bool | CheckLoopCalculatorBranch (int inputNodeID, Object inputObj, int outputNodeID, Object outputObj) |
| Check if DataBranch is looping. More...
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delegate void | NodeGraphCallback (NodeGraph nodeGraph) |
| Delegate for NodeGraph callback More...
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virtual void | OnDestroy () |
| This function is called when MonoBehaivour will be destroyed. More...
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void | DestroySubComponents (bool callback=true) |
| Method to be used internally. More...
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override string | ToString () |
| Convert graph to string (for debugging). More...
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void | OnPoolResume () |
| Called when resuming. More...
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void | OnPoolSleep () |
| Called when stored in the pool. More...
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static NodeGraph | FindGraph (string name) |
| Get the NodeGraph that in the scene with the name. More...
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static NodeGraph | FindGraph (string name, System.Type type) |
| Get the NodeGraph that in the scene with the name. More...
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static T | FindGraph< T > (string name) |
| Get the NodeGraph that in the scene with the name. More...
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static NodeGraph[] | FindGraphs (string name) |
| Get the NodeGraph of the same name that is in the scene. More...
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static NodeGraph[] | FindGraphs (string name, System.Type type) |
| Get the NodeGraph of the same name that is in the scene. More...
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static T[] | FindGraphs< T > (string name) |
| Get the NodeGraph of the same name that is in the scene. More...
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static NodeGraph | FindGraph (GameObject gameObject, string name) |
| Get NodeGraph in the name that has been attached to the GameObject. More...
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static NodeGraph | FindGraph (GameObject gameObject, string name, System.Type type) |
| Get NodeGraph in the name that has been attached to the GameObject. More...
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static T | FindGraph< T > (GameObject gameObject, string name) |
| Get NodeGraph in the name that has been attached to the GameObject. More...
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static NodeGraph[] | FindGraphs (GameObject gameObject, string name) |
| Get the NodeGraph of the same name that is attached to a GameObject. More...
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static NodeGraph[] | FindGraphs (GameObject gameObject, string name, System.Type type) |
| Get the NodeGraph of the same name that is attached to a GameObject. More...
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static T[] | FindGraphs< T > (GameObject gameObject, string name) |
| Get the NodeGraph of the same name that is attached to a GameObject. More...
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static NodeGraph | Create (GameObject gameObject, System.Type classType) |
| Create NodeGraph More...
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static GraphType | Create< GraphType > (GameObject gameObject) |
| Create NodeGraph More...
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static NodeGraph | Instantiate (NodeGraph sourceGraph, NodeBehaviour ownerBehaviour, bool usePool=false) |
| Instantiate NodeGraph More...
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static GraphType | Instantiate< GraphType > (GraphType sourceGraph, NodeBehaviour ownerBehaviour, bool usePool=false) |
| Instantiate NodeGraph More...
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static void | Destroy (NodeGraph nodeGraph) |
| Destroy NodeGraph More...
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System.Action | onAfterDeserialize |
| Callback after deserialization More...
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NodeGraphCallback | destroyCallback |
| Call back when being destroyed More...
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NodeGraphCallback | stateChangedCallback |
| Call back when the state changes More...
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Internal class of Arbor.ArborFSM.
To actually attach to GameObject is to use the Arbor.ArborFSM.