StateMachine
Engine/source/T3D/components/game/stateMachine.h
Classes:
class
Public Attributes
Signal< void(StateMachine *, S32 stateIdx) >
Protected Attributes
Public Functions
checkTransitions(const char * slotName, const char * newValue)
findFieldByName(const char * name)
State &
const char *
const char *
getStateByIndex(S32 index)
State &
getStateByName(const char * name)
bool
passComparitorCheck(const char * var, StateTransition::Condition transitionRule)
readConditions(StateTransition & newTransition)
bool
readFieldComparitor(StateTransition::Condition * condition, SimXMLDocument * reader)
bool
readFieldName(StateField * newField, SimXMLDocument * reader)
bool
readFieldValue(StateField * field, SimXMLDocument * reader)
bool
readStateName(State * state, SimXMLDocument * reader)
bool
readStateScriptFunction(State * state, SimXMLDocument * reader)
readTransitions(State & currentState)
bool
readTransitonTarget(StateTransition * transition, SimXMLDocument * reader)
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()
