SStateMachine

Index

Functions Index

Function Name

Properties Index

Property Name

Functions

NextState

void NextState ()

Enter the next state

Space.Host.ExecutingObject.StateMachine.NextState()

PrevState

void PrevState ()

Space.Host.ExecutingObject.StateMachine.PrevState()

SetState

void SetState (int state) void SetState (string state)

Enters the state of being set that its order is "state"

ParameterTypeDescription

state

int

The index of the state. First state is 1.

state

string

The name of the state as set in the State Machine component.

Space.Host.ExecutingObject.StateMachine.SetState(2)
--or
Space.Host.ExecutingObject.StateMachine.SetState('A State Name')

BindToUI

void BindToUI () void BindToUI (SGameObject go)

The state machine will bind itself to all Toggles, Buttons, Dropdowns and Sliders on the SGameObject it is in or on a specified SGameObject.

Binding to Button : Clicking button will call NextState() Binding to Toggle: Toggle On sets State to 1, Toggle Off sets state to 2 Binding to Dropdown: Selecting will set State to that selection's caption text Binding to Slider: Moving slider changes State to slider value

ParameterTypeDescription

go

SGameObject

A specific SGameObject which this State Machine will bind to.

Space.Host.ExecutingObject.StateMachine.BindToUI()
----or
Space.Host.ExecutingObject.StateMachine.BindToUI(Space.Host.GetReference("a reference"))

Properties

Enabled

bool Enabled get set

Whether the simple state machine component is Enabled or not

Space.Host.ExecutingObject.StateMachine.Enabled = false

StateCount

int StateCount get

Total number of States.

numberOfStates = Space.Host.ExecutingObject.StateMachine.StateCount

StateNames

string[] StateNames get

A list of the names of all States.

tableStateNames = Space.Host.ExecutingObject.StateMachine.StateNames

CurrentState

int CurrentState get

The index number of the current state.

currentState = Space.Host.ExecutingObject.StateMachine.CurrentState

CurrentStateName

string CurrentStateName get

The name of the current state, or null if no state.

currentStateName = Space.Host.ExecutingObject.StateMachine.CurrentStateName

ComponentName

string ComponentName get

The name of this component.

componentName = Space.Host.ExecutingObject.StateMachine.ComponentName

GameObject

SGameObject GameObject get

The GameObject this component is attached to. A component is always attached to a GameObject.

theGameObject = Space.Host.ExecutingObject.StateMachine.GameObject

Last updated

Sinespace® is a registered trademark of Sine Wave Entertainment Ltd, All Rights Reserved.