34 override bool IsIdle () {
return true; }
Abstracted event, not to be used, only inherited.
represents stable state (i.e. the basic states that the fsm will spend the most time in)
override void OnExit(HandEventBase e)
void HandStateBase(Man player=NULL, HandStateBase parent=NULL)
nested state machine (or null)
override void OnEntry(HandEventBase e)
override bool IsIdle()
idle state does not expect any animation events
void HandStableState(Man player=NULL, HandStateBase parent=NULL, int anim_state=-1)
override void OnUpdate(float dt)
bool HasEntityInHands()
query for entity in hands
override void OnAbort(HandEventBase e)
represent hand state base