Sinespace Client
2023.2.17543
Client-side scripting for Sinespace
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Public Member Functions | |
void | NextState () |
Enter the next state More... | |
void | PrevState () |
Enter the previous state More... | |
void | SetState (int state) |
Enters the state of being set that its order is "state" More... | |
void | SetState (string state) |
Enters the state of being set that its name is "state" More... | |
void | BindToUI () |
State machine will attach to Toggles, Buttons and Dropdowns More... | |
void | BindToUI (SGameObject go) |
State machine will bind to the gameobject "go". More... | |
Properties | |
bool | Enabled [get, set] |
Whether the simple state machine component is Enabled or not More... | |
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. More... | |
string | ComponentName [get] |
Return the component name of the state machine More... | |
int | StateCount [get] |
Return the count of states More... | |
string[] | StateNames [get] |
Return a list of names of states More... | |
int | CurrentState [get] |
Return the index number of the current state More... | |
string | CurrentStateName [get] |
Return the name of the current state, or null if no state. More... | |
Properties inherited from ScriptClassComponent< SimpleStateMachineBaseInternal > | |
SGameObject | GameObject [get] |
Return the GameObject which component added. More... | |
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