StateMachine

Engine/source/T3D/components/game/stateMachine.h

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Classes:

Public Functions

Private Functions

parseComparitor(const char * comparitorName)

Detailed Description

Public Attributes

StringTableEntry mStateMachineFile 
Signal< void(StateMachine *, S32 stateIdx) > onStateChanged 

Protected Attributes

State * mCurCreateState 
State * mCurCreateSuperState 
State mCurrentState 
Vector< StateField > mFields 
StringTableEntry mStartingState 
Vector< State > mStates 
F32 mStateStartTime 
F32 mStateTime 
Vector< UniqueReference > mUniqueReferences 
SimObjectPtr< SimXMLDocument > mXMLReader 

Public Functions

StateMachine()

~StateMachine()

checkTransitions(const char * slotName, const char * newValue)

findFieldByName(const char * name)

getCurrentState()

getCurrentStateName()

getField(U32 index)

getFieldsCount()

getStateByIndex(S32 index)

getStateByName(const char * name)

getStateCount()

loadStateMachineFile()

passComparitorCheck(const char * var, StateTransition::Condition transitionRule)

readConditions(StateTransition & newTransition)

readFieldComparitor(StateTransition::Condition * condition, SimXMLDocument * reader)

readFieldName(StateField * newField, SimXMLDocument * reader)

readFieldValue(StateField * field, SimXMLDocument * reader)

readStateName(State * state, SimXMLDocument * reader)

readStates()

readStateScriptFunction(State * state, SimXMLDocument * reader)

readTransitions(State & currentState)

readTransitonTarget(StateTransition * transition, SimXMLDocument * reader)

setState(const char * stateName, bool clearFields)

update()

Private Functions

parseComparitor(const char * comparitorName)