/* * Copyright (c) 2019 Made With Monster Love (Pty) Ltd * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to * deal in the Software without restriction, including without limitation the * rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included * in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR * OTHER DEALINGS IN THE SOFTWARE. */ using System; using System.Collections; using System.Collections.Generic; using UnityEngine; namespace MonsterLove.StateMachine { internal class StateMapping where TState : struct, IConvertible, IComparable where TDriver : class, new() { public TState state; public bool hasEnterRoutine; public Action EnterCall = StateMachineRunner.DoNothing; public Func EnterRoutine = StateMachineRunner.DoNothingCoroutine; public bool hasExitRoutine; public Action ExitCall = StateMachineRunner.DoNothing; public Func ExitRoutine = StateMachineRunner.DoNothingCoroutine; public Action Finally = StateMachineRunner.DoNothing; private Func stateProviderCallback; private StateMachine fsm; public StateMapping(StateMachine fsm, TState state, Func stateProvider) { this.fsm = fsm; this.state = state; stateProviderCallback = stateProvider; } } }