36 return m_FSM.ProcessEvent(
e);
48 Error(
"[botfsm] adding transition to state without FSM. Configure FSM first.");
76 m_FSM.GetCurrentState().OnUpdate(
dt);
void botDebugPrint(string s)
represents event that triggers transition from state to state
Bot Finite State Machine (Hierarchical)
represent weapon state base
void OnStateChanged(BotStateBase src, BotStateBase dst)
called on current state when state machine has changed its state
BotStateBase m_ParentState
bot that this state belongs to
void OnEntry(BotEventBase e)
BotStateBase GetParentState()
void BotStateBase(Bot bot=NULL, BotStateBase parent=NULL)
nested state machine (or null)
ref BotFSM m_FSM
hierarchical parent state of this state (or null)
void OnAbort(BotEventBase e)
void AddTransition(FSMTransition< BotStateBase, BotEventBase, BotActionBase, BotGuardBase > t)
adds transition into m_FSM transition table
PlayerBase GetPlayerOwner()
void SetParentState(BotStateBase parent)
allows construction of hierarchical state machine
bool IsWaitingForActionFinish()
waiting for active animation action/actionType finish
void OnSubMachineChanged(BotStateBase src, BotStateBase dst)
called when sub-machine has changed its state
bool ProcessEvent(BotEventBase e)
void OnExit(BotEventBase e)
bool IsIdle()
idle state does not expect any animation events
Bot m_Bot
man that this state belongs to
void BotStateIdle(Bot bot=NULL, BotStateBase parent=NULL)
void Error(string err)
Messagebox with error message.