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.