Sinespace Client 2025.3.19431
Client-side scripting for Sinespace
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Public Member Functions | |
void | NextState () |
Enter the next state. | |
void | PrevState () |
Enter the previous state. | |
void | SetState (int state) |
Enters the state of being set that its order is "state". | |
void | SetState (string state) |
Enters the state of being set that its name is "state". | |
void | BindToUI () |
State machine will attach to Toggles, Buttons and Dropdowns. | |
void | BindToUI (SGameObject go) |
State machine will bind to the gameobject "go". | |
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override void | Initialise (SScript runtime, object wrapper) |
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void | ReportError (string error, bool fatal, UnityEngine.Object target=null) |
void | Initialise (SScript runtime, object wrapper) |
Properties | |
bool | Enabled [get, set] |
Whether the simple state machine component is Enabled or not. | |
bool | Ready [get] |
Returns true if the state machine is not currently waiting for any events to finish. Events may be pending if they are waiting on scripting runtimes to finish initializing. | |
string | ComponentName [get] |
Return the component name of the state machine. | |
int | StateCount [get] |
Return the count of states. | |
string[] | StateNames [get] |
Return a list of names of states. | |
int | CurrentState [get] |
Return the index number of the current state. | |
string | CurrentStateName [get] |
Return the name of the current state, or null if no state. | |
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SGameObject | GameObject [get] |
Return the GameObject which component added. | |
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override bool | Alive [get] |
Return if the component is alive. | |
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T | _wrap [get] |
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virtual bool | Alive [get] |
DynValue | CachedData [get, set] |
Additional Inherited Members | |
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void | Initialise (SScript runtime) |
void SineSpace.Scripting.Components.SStateMachine.BindToUI | ( | ) |
State machine will attach to Toggles, Buttons and Dropdowns.
void SineSpace.Scripting.Components.SStateMachine.BindToUI | ( | SGameObject | go | ) |
State machine will bind to the gameobject "go".
void SineSpace.Scripting.Components.SStateMachine.NextState | ( | ) |
Enter the next state.
void SineSpace.Scripting.Components.SStateMachine.PrevState | ( | ) |
Enter the previous state.
void SineSpace.Scripting.Components.SStateMachine.SetState | ( | int | state | ) |
Enters the state of being set that its order is "state".
state | The number of state |
void SineSpace.Scripting.Components.SStateMachine.SetState | ( | string | state | ) |
Enters the state of being set that its name is "state".
state | The name of state |
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get |
Return the component name of the state machine.
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get |
Return the index number of the current state.
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get |
Return the name of the current state, or null if no state.
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getset |
Whether the simple state machine component is Enabled or not.
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get |
Returns true if the state machine is not currently waiting for any events to finish. Events may be pending if they are waiting on scripting runtimes to finish initializing.
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get |
Return the count of states.
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get |
Return a list of names of states.