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bool | IsMaster () |
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string | GetCurStateName () |
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ui.StdDialog | GetNetOverlay () |
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void | HideNetOverlay () |
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State | GetActiveState () |
| | Returns a reference to the currently active state.
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| void | TriggerTransition (string transName) |
| | Overload to enable external transition triggering from current state. More...
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| void | TriggerTransition (string fromState, string transName) |
| | Overload to enable external transition triggering using state and transition names. More...
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| void | TriggerTransition (State fromState, string transName) |
| | Attempts to execute the given transition. More...
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void | UpdateCurrentState (State stateRef) |
| | Used bu all States to announce themselves as currently active state when entered.
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| void | RegisterState (State state) |
| | Used by all States to register themselves at the SM during startup. More...
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GameObject | netOverlayPrefab |
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bool | logEnabled |
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override void | MyStart () |
| | Override to provide an extended Start function for subclasses. Do not override 'Start()' itself!
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State | activeState = null |
| | Holds a reference to the current active state.
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Animator | controller = null |
| | Reference to the Unity (Animation) mechanism for SM design.
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Definition at line 6 of file NetStateMachine.cs.
◆ OnDisconnect()
The NetSM is responsible for getting us back into OfflineMode.
A modal dialog hinders user intervention during that period.
Definition at line 67 of file NetStateMachine.cs.
The documentation for this class was generated from the following file:
- C:/Users/Toni/Documents/Programming/Unity/BomberUnits/Assets/Scripts/StateMachines/NetSM/NetStateMachine.cs