* Update CHANGELOG * Update version in documentation to 4.4.4 * Remove reference to Examples directory * Update package-lock.json * Update API documentation
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id | title | hide_title | sidebar_label |
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unityatoms.fsm | UnityAtoms.FSM | true | UnityAtoms.FSM |
Namespace - UnityAtoms.FSM
FSMTransitionDataAction
Action of type FSMTransitionData
. Inherits from AtomAction<FSMTransitionData>
.
FSMTransitionDataBaseEventReferenceListener
Event Reference Listener of type FSMTransitionData
. Inherits from AtomEventReferenceListener<FSMTransitionData, FSMTransitionDataEvent, FSMTransitionDataBaseEventReference, FSMTransitionDataUnityEvent>
.
FSMTransitionDataBaseEventReferenceUsage
Different Event Reference usages.
FSMTransitionDataBaseEventReference
Event Reference of type FSMTransitionData
. Inherits from AtomBaseEventReference<FSMTransitionData, FSMTransitionDataEvent, FSMTransitionDataEventInstancer>
.
Variables
_fsm
Takes event from this FiniteStateMachine if Usage
is set to FSM
.
_fsmInstancer
Takes event from this FiniteStateMachineInstancer if Usage
is set to FSM Instancer
.
Properties
Event
Get the value for the Reference.
FSMTransitionDataEventInstancer
Event Instancer of type FSMTransitionData
. Inherits from AtomEventInstancer<FSMTransitionData, FSMTransitionDataEvent>
.
FSMTransitionDataEvent
Event of type FSMTransitionData
. Inherits from AtomEvent<FSMTransitionData>
.
FiniteStateMachine
This is an implementation of an FSM in Unity Atoms. It is build using a set of states and a set of transitions. A set can only change through dispatching commands defined by the transitions.
Variables
_currentFlatValue
The value in this state machine, disregarding a "deeper" values in a sub machine.
Properties
Value
Get or set current value of this FSM. If a sub FSM is having the current state, then its state will be returned. Using the setter is the same thing as calling Dispatch
.
IsTransitioning
Gets a boolean value indicating if the state machine is currently transitioning.
Methods
OnUpdate(System.Action{System.Single,System.String},UnityEngine.GameObject)
Calls the handler on every Update.
Parameters
handler
- The handler to called.gameObject
- The gameObject where this handler is setup.
OnFixedUpdate(System.Action{System.Single,System.String},UnityEngine.GameObject)
Calls the handler on every FixedUpdate.
Parameters
handler
- The handler to called.gameObject
- The gameObject where this hook is setup.
DispatchWhen(System.String,System.Func{System.String,System.Boolean},UnityEngine.GameObject)
Defines a command that is going to automatically be dispatched when the condition provided is met.
OnStateCooldown(System.String,System.Action{System.String},UnityEngine.GameObject)
Called on every state cooldown.
Parameters
state
- The state where we want to do something on the cool down.handler
- Handler to be called on cooldown.gameObject
- The gameObject where this hook is setup.
Reset(System.Boolean)
Reset the state machine
Parameters
shouldTriggerEvents
- Should we trigger Change Events.
Dispatch(System.String)
Dispatches a new command to the FiniteStateMachine, invoking any necessary transitions.
Parameters
command
- undefined
FiniteStateMachineInstancer
Takes a base FSM and creates an in memory copy of it on OnEnable. Removes the FSM on OnDestroy.
Variables
_fsmBase
The variable that the in memory copy will be based on when created at runtime.
FiniteStateMachineMonoHook
Needed By FiniteStateMachine in order to gain access to some of the Unity life cycle methods.
FiniteStateMachineReferenceUsage
Different usages of the FSM reference.
FiniteStateMachineReference
Reference of type FiniteStateMachine
. Inherits from AtomBaseReference
.
Variables
_fsm
Variable used if Usage
is set to FSM
.
_fsmInstancer
Variable Instancer used if Usage
is set to FSM_INSTANCER
.
Properties
Machine
Get the value for the Reference.
FSMState
Class representing a state in the FSM.
FSMStateListWrapper
Needed in order to use our custom property drawer for states in the FSM.
FSMTransitionData
A struct representing a transition in a FSM.
Transition
Controls a transition from a FromState to a ToState.
TransitionListWrapper
Needed in order to use our custom property drawer for transitions in the FSM.
FSMTransitionDataUnityEvent
None generic Unity Event of type FSMTransitionData
. Inherits from UnityEvent<FSMTransitionData>
.