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;
57 mStateMgr.executeState();
62 mStateMgr.changeState(state_id);
65 bool isState(
const StateID& state_id)
const
67 return *mStateMgr.getStateID() == state_id;
72 return *mStateMgr.getOldStateID() == state_id;
77 return *mStateMgr.getMainStateID() == state_id;
Definition ActorState.h:45
~ActorMultiState() override
Definition ActorState.h:53
virtual void changeState(const StateID &state_id)
Definition ActorState.h:60
void executeState()
Definition ActorState.h:55
bool isState(const StateID &state_id) const
Definition ActorState.h:65
FStateStateMgr< ActorMultiState > mStateMgr
Definition ActorState.h:81
bool isMainState(const StateID &state_id) const
Definition ActorState.h:75
bool isOldState(const StateID &state_id) const
Definition ActorState.h:70
Definition ActorState.h:8
bool isState(const StateID &state_id) const
Definition ActorState.h:28
FStateMgr< ActorState > mStateMgr
Definition ActorState.h:39
~ActorState() override
Definition ActorState.h:16
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