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    SceneStateManager

    Manage state transition functionality. Place and manage state objects that inherit StateBase under the SceneStateManager hierarchy.

    namespace GarageKit
    public class SceneStateManager : ManagerBase
    

    Inheritance

    SceneStateManager -> ManagerBase -> MonoBehaviour

    Inspector



    Properties

    member type description
    sceneStateTable List<SceneStateData> State transition information table

    Methods

    Current state information

    public SceneStateData CurrentState { get; }
    

    Previous state name

    public string FromStateName { get; }
    

    State transition processing flag

    public bool StateChanging { get; }
    

    State transition fade processing flag

    public bool AsyncChangeFading { get; }
    

    State initialization completion flag

    public bool StateInitted { get; }
    

    Get state object from scene

    public T FindStateObjectOfType<T>() where T : StateBase
    public StateBase FindStateObjectByName(string stateName)
    

    Transition to initial state. called WaitForEndOfFrame() from Start() in AppMain.

    public void InitState()
    

    Transition to specified state

    public void ChangeState(string stateName, object context = null)
    

    Transition with fade to specified state

    public void ChangeAsyncState(string stateName, object context = null)
    

    Example

    // Transition to specified state
    AppMain.Instance.sceneStateManager.ChangeState("PLAY");
    
    // Transition with fade by passing parameters to specified state
    AppMain.Instance.sceneStateManager.ChangeAsyncState("PLAY", "param");
    

    SceneStateData

    State transition information structure

    namespace GarageKit
    [Serializable]
    public class SceneStateData
    

    Properties

    member type description
    stateName string State name
    stateObj StateBase Reference to state object
    asInitial bool Initial state flag
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