HutongGames.PlayMaker.PlayMakerFSM : UnityEngine.MonoBehaviour
This is the main PlayMaker component. It is added to a GameObject to run an FSM.
Properties |
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static List<PlayMakerFSM> FsmList { get; } |
A static list of all enabled PlayMakerFSM components in the scene. |
bool Active { get; } |
Is the FSM active? An active FSM processes MonoBehaviour and FSM events. |
string ActiveStateName { get; } |
The name of the active state in the FSM, or "" if not Active. Use ChangeState, SendEvent or SetState to set the active state. |
bool DrawGizmos { get; set; } |
Flag to draw Playmaker Gizmos in scene view. Typically set by the editor. |
Fsm Fsm { get; } |
The FSM owned by the PlayMakerFSM component.
Use this to directly access public Fsm properties and methods.
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string FsmName { get; set; } |
The name of the FSM owned by the PlayMakerFSM component. |
string FsmDescription { get; set; } |
Description of the FSM. |
FsmTemplate FsmTemplate { get; } |
Optional FsmTemplate used to create the FSM at runtime.
Use SetFsmTemplate(fsmTemplate) to set this.
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bool UsesTemplate { get; } |
Is an FsmTemplate defined? |
Methods |
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static void BroadcastEvent(string eventName) |
Broadcast an Event by name to all active FSMs. |
static void BroadcastEvent(FsmEvent event) |
Broadcast an Event to all active FSMs. A little better performance than the string version. |
void ChangeState(FsmEvent event) |
Send an Event to the FSM to change its state. |
void SendEvent(string eventName) |
Send an Event by name to the FSM. |
void SetFsmTemplate(FsmTemplate template) |
Set the FsmTemplate to be used at runtime. |
void SetState(string stateName) |
Directly set the active state by name. Normally you should use ChangeState or SendEvent instead. |
void SendEvent(string eventName) |
Send and Event to the FSM. |
See Also: