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SStateMachine

Index​

Functions Index​

Function Name
void NextState ()
void PrevState ()

void SetState (int state)
void SetState (string state)

void BindToUI ()
void BindToUI (SGameObject go)

Properties Index​

Property Name
bool Enabled get set
int StateCount get
string[] StateNames get
int CurrentState get
string CurrentStateName get
string ComponentName get
SGameObject GameObject get

Functions​

NextState​

void NextState ()

Enter the next state

Space.Host.ExecutingObject.StateMachine.NextState()

PrevState​

void PrevState ()

Space.Host.ExecutingObject.StateMachine.PrevState()

SetState​

void SetState (int state)
void SetState (string state)

Enters the state of being set that its order is "state"

ParameterTypeDescription
stateintThe index of the state. First state is 1.
statestringThe name of the state as set in the State Machine component.
Space.Host.ExecutingObject.StateMachine.SetState(2)
--or
Space.Host.ExecutingObject.StateMachine.SetState('A State Name')

BindToUI​

void BindToUI ()
void BindToUI (SGameObject go)

The state machine will bind itself to all Toggles, Buttons, Dropdowns and Sliders on the SGameObject it is in or on a specified SGameObject.

Binding to Button : Clicking button will call NextState()
Binding to Toggle: Toggle On sets State to 1, Toggle Off sets state to 2
Binding to Dropdown: Selecting will set State to that selection's caption text
Binding to Slider: Moving slider changes State to slider value

ParameterTypeDescription
goSGameObjectA specific SGameObject which this State Machine will bind to.
Space.Host.ExecutingObject.StateMachine.BindToUI()
----or
Space.Host.ExecutingObject.StateMachine.BindToUI(Space.Host.GetReference("a reference"))

Properties​

Enabled​

bool Enabled get set

Whether the simple state machine component is Enabled or not

Space.Host.ExecutingObject.StateMachine.Enabled = false

StateCount​

int StateCount get

Total number of States.

numberOfStates = Space.Host.ExecutingObject.StateMachine.StateCount

StateNames​

string[] StateNames get

A list of the names of all States.

tableStateNames = Space.Host.ExecutingObject.StateMachine.StateNames

CurrentState​

int CurrentState get

The index number of the current state.

currentState = Space.Host.ExecutingObject.StateMachine.CurrentState

CurrentStateName​

string CurrentStateName get

The name of the current state, or null if no state.

currentStateName = Space.Host.ExecutingObject.StateMachine.CurrentStateName

ComponentName​

string ComponentName get

The name of this component.

componentName = Space.Host.ExecutingObject.StateMachine.ComponentName

GameObject​

SGameObject GameObject get

The GameObject this component is attached to. A component is always attached to a GameObject.

theGameObject = Space.Host.ExecutingObject.StateMachine.GameObject