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SStateMachine

Index

Functions Index

Function Name

Properties Index

Property Name

Functions

NextState

void NextState ()

Enter the next state

PrevState

void PrevState ()

SetState

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

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

Parameter
Type
Description

BindToUI

void BindToUI () void BindToUI ( 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

Parameter
Type
Description

Properties

Enabled

bool Enabled get set

Whether the simple state machine component is Enabled or not

StateCount

int StateCount get

Total number of States.

StateNames

string[] StateNames get

A list of the names of all States.

CurrentState

int CurrentState get

The index number of the current state.

CurrentStateName

string CurrentStateName get

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

ComponentName

string ComponentName get

The name of this component.

GameObject

GameObject get

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

void NextState ()

void PrevState ()

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

void BindToUI () void BindToUI (SGameObject go)

bool Enabled get set

int StateCount get

string[] StateNames get

int CurrentState get

string CurrentStateName get

string ComponentName get

SGameObject GameObject get

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.

go

SGameObject

A specific SGameObject which this State Machine will bind to.

SGameObject
SGameObject
Space.Host.ExecutingObject.StateMachine.NextState()
Space.Host.ExecutingObject.StateMachine.PrevState()
Space.Host.ExecutingObject.StateMachine.SetState(2)
--or
Space.Host.ExecutingObject.StateMachine.SetState('A State Name')
Space.Host.ExecutingObject.StateMachine.BindToUI()
----or
Space.Host.ExecutingObject.StateMachine.BindToUI(Space.Host.GetReference("a reference"))
Space.Host.ExecutingObject.StateMachine.Enabled = false
numberOfStates = Space.Host.ExecutingObject.StateMachine.StateCount
tableStateNames = Space.Host.ExecutingObject.StateMachine.StateNames
currentState = Space.Host.ExecutingObject.StateMachine.CurrentState
currentStateName = Space.Host.ExecutingObject.StateMachine.CurrentStateName
componentName = Space.Host.ExecutingObject.StateMachine.ComponentName
theGameObject = Space.Host.ExecutingObject.StateMachine.GameObject