using System;
using UnityEngine;
namespace UnityAtoms.FSM
{
///
/// Needed By FiniteStateMachine in order to gain access to some of the Unity life cycle methods.
///
public class FiniteStateMachineMonoHook : MonoBehaviour
{
public static FiniteStateMachineMonoHook GetInstance(bool createIfNotExist = false)
{
if (_instance == null && createIfNotExist)
{
GameObject go = new GameObject("FiniteStateMachineUpdateHook");
_instance = go.AddComponent();
}
return _instance;
}
public event Action OnStart;
public event Action OnUpdate;
public event Action OnFixedUpdate;
private static FiniteStateMachineMonoHook _instance;
private void Awake()
{
if (_instance != null && _instance != this)
{
Destroy(gameObject);
return;
}
_instance = this;
}
private void Start()
{
if (OnStart != null)
{
OnStart.Invoke();
}
}
private void Update()
{
if (OnUpdate != null)
{
OnUpdate.Invoke(Time.deltaTime);
}
}
private void FixedUpdate()
{
if (OnFixedUpdate != null)
{
OnFixedUpdate.Invoke(Time.deltaTime);
}
}
}
}