28 return m_FSM.ProcessEvent(
e);
40 Error(
"[hndfsm] adding transition to state without FSM. Configure FSM first.");
84 m_FSM.GetCurrentState().OnUpdate(
dt);
void hndDebugPrint(string s)
Abstracted event, not to be used, only inherited.
Hand finite state machine.
represent hand state base
void HandStateBase(Man player=NULL, HandStateBase parent=NULL)
nested state machine (or null)
bool ProcessEvent(HandEventBase e)
HandStateBase GetParentState()
bool IsWaitingForActionFinish()
void OnExit(HandEventBase e)
void SetParentState(HandStateBase parent)
allows construction of hierarchical state machine
ref HandFSM m_FSM
hierarchical parent state of this state (or null)
HandStateBase m_parentState
entity that this state relates to
void AddTransition(HandTransition t)
adds transition into m_FSM transition table
void OnEntry(HandEventBase e)
void OnSubMachineChanged(HandStateBase src, HandStateBase dst)
called when sub-machine has changed its state
void OnAbort(HandEventBase e)
void OnStateChanged(HandStateBase src, HandStateBase dst)
called on current state when state machine has changed its state
static bool IsInventoryHFSMLogEnable()
void Error(string err)
Messagebox with error message.