3#include <actor/ActorCollision.h>
4#include <state/FStateMgr.h>
5#include <state/FStateStateMgr.h>
20 mStateMgr.executeState();
25 mStateMgr.changeState(state_id);
28 bool isState(
const StateID& state_id)
const
30 return *mStateMgr.getStateID() == state_id;
35 return *mStateMgr.getOldStateID() == state_id;
40 return mStateMgr.getStateID();
62 mStateMgr.executeState();
67 mStateMgr.changeState(state_id);
70 bool isState(
const StateID& state_id)
const
72 return *mStateMgr.getStateID() == state_id;
77 return *mStateMgr.getOldStateID() == state_id;
82 return *mStateMgr.getMainStateID() == state_id;
Definition ActorState.h:50
~ActorMultiState() override
Definition ActorState.h:58
virtual void changeState(const StateID &state_id)
Definition ActorState.h:65
void executeState()
Definition ActorState.h:60
bool isState(const StateID &state_id) const
Definition ActorState.h:70
FStateStateMgr< ActorMultiState > mStateMgr
Definition ActorState.h:86
bool isMainState(const StateID &state_id) const
Definition ActorState.h:80
bool isOldState(const StateID &state_id) const
Definition ActorState.h:75
Definition ActorState.h:8
bool isState(const StateID &state_id) const
Definition ActorState.h:28
FStateMgr< ActorState > mStateMgr
Definition ActorState.h:44
~ActorState() override
Definition ActorState.h:16
const StateID * getState() const
Definition ActorState.h:38
void executeState()
Definition ActorState.h:18
void changeState(const StateID &state_id)
Definition ActorState.h:23
bool isOldState(const StateID &state_id) const
Definition ActorState.h:33