DIFF

class BotStateBaseROBOCLIENT

represent weapon state base

Class comes with entry/update/exit hooks that can be overriden in custom states

Class is ready for hierarchic composition, i.e. this state having a sub-machine running under hood. If no m_FSM member is configured, class acts as ordinary plain finite machine state.

Constructors 1

void BotStateBase(Bot bot = NULL, BotStateBase parent = NULL)ROBOCLIENT
References m_Bot, m_Owner, Bot.m_Owner
Show 1 more, m_ParentState

Members 4

hierarchical parent state of this state (or null)

Methods 15

void SetParentState(BotStateBase parent)ROBOCLIENT

allows construction of hierarchical state machine

References m_ParentState
BotStateBase GetParentState()ROBOCLIENT

Returns: state that owns this sub-state (or null if plain state)

References m_ParentState
References m_FSM
References m_FSM

adds transition into m_FSM transition table

References HFSMBase.AddTransition(), Error(), HasFSM()
Show 1 more, m_FSM
bool IsWaitingForActionFinish()ROBOCLIENT

waiting for active animation action/actionType finish

Returns: true if this state or active substate is waiting for finish signal

References HFSMBase.GetCurrentState(), HasFSM(), HFSMBase.IsRunning()
Show 2 more, IsWaitingForActionFinish(), and m_FSM

idle state does not expect any animation events

Returns: true if this state is idle

void OnSubMachineChanged(BotStateBase src, BotStateBase dst)ROBOCLIENT

called when sub-machine has changed its state

in src
from state (previous)
in dst
to state (current)
void OnStateChanged(BotStateBase src, BotStateBase dst)ROBOCLIENT

called on current state when state machine has changed its state

in src
from state (previous)
in dst
to state (current)