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BomberUnits
...a Unity learning project
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The GameStateMachine holds the overall program state, transitioning through menu, in-game, paused etc. More...
Inheritance diagram for GameStateMachine:
Collaboration diagram for GameStateMachine:Public Member Functions | |
| void | MatchStarted () |
| Transition access for external use, set by the MatchManager upon Match start. More... | |
| void | GameOver () |
| Transition access for external use, set by the MatchManager upon Match end. | |
Public Member Functions inherited from StateMachine | |
| State | GetActiveState () |
| Returns a reference to the currently active state. | |
| void | TriggerTransition (string transName) |
| Overload to enable external transition triggering from current state. More... | |
| void | TriggerTransition (string fromState, string transName) |
| Overload to enable external transition triggering using state and transition names. More... | |
| void | TriggerTransition (State fromState, string transName) |
| Attempts to execute the given transition. More... | |
| void | UpdateCurrentState (State stateRef) |
| Used bu all States to announce themselves as currently active state when entered. | |
| void | RegisterState (State state) |
| Used by all States to register themselves at the SM during startup. More... | |
Additional Inherited Members | |
Public Attributes inherited from StateMachine | |
| bool | logEnabled |
Protected Member Functions inherited from StateMachine | |
| virtual void | MyStart () |
| Override to provide an extended Start function for subclasses. Do not override 'Start()' itself! | |
Protected Attributes inherited from StateMachine | |
| State | activeState = null |
| Holds a reference to the current active state. | |
| Animator | controller = null |
| Reference to the Unity (Animation) mechanism for SM design. | |
The GameStateMachine holds the overall program state, transitioning through menu, in-game, paused etc.
For an overview of state and trigger names, see the Unity Animator view of the SM.
Definition at line 9 of file GameStateMachine.cs.
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Transition access for external use, set by the MatchManager upon Match start.
Definition at line 15 of file GameStateMachine.cs.