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    Class StateController

    The base controller which handles actors using in-context states.

    Inheritance
    System.Object
    TypeCastObject<EObject>
    EObject
    EActor
    StateController
    Implements
    IEntity
    IWorldSpace
    IPosition
    IRotation
    Inherited Members
    EActor.DefaultFixedTickRate
    EActor.ComponentsInChildren
    EActor.Transform
    EActor.Position
    EActor.Rotation
    EActor.Scale
    EActor.CanEverTick
    EActor.FixedTickRate
    EActor.ComponentsInParent
    EActor.AttachTo(EActor, GameObject)
    EActor.AttachTo(EActor, EActor)
    EActor.AddComponent<T>(String)
    EActor.AddComponent(Type, String)
    EActor.AddComponent<T>(Type, String)
    EActor.GetComponent(Type)
    EActor.GetComponent<T>()
    EActor.GetComponent<T>(Type)
    EActor.TryGetComponent<T>(Type, T)
    EActor.TryGetComponent<T>(T)
    EActor.TryGetComponent(Type, EActor)
    EActor.HasComponent<T>(Boolean)
    EActor.HasComponent(Type, Boolean)
    EActor.PostInitialize()
    EActor.OnBeginPlay()
    EActor.Tick()
    EActor.OnEndPlay()
    EActor.SubscribeEvents()
    EActor.UnsubscribeEvents()
    EActor.OnBeginDestroy()
    EObject.RegisteredTypes
    EObject.Base
    EObject.Name
    EObject.Tag
    EObject.IsEditable
    EObject.GetObjectTypeByName(String)
    EObject.RegisterObjectType<T>(String)
    EObject.RegisterObjectType(Type, String)
    EObject.UnregisterObjectType(Type)
    EObject.UnregisterObjectType(String)
    EObject.FindObjectDefinedTypeByName(String, Boolean)
    EObject.GetObjectTypeFromRegisteredTypes<T>()
    EObject.GetObjectTypeFromRegisteredTypes<T>(String)
    EObject.GetObjectTypeFromRegisteredTypes(Type)
    EObject.GetObjectTypeFromRegisteredTypes(Type, String)
    EObject.GetObjectTypeFromRegisteredTypesByName(String)
    EObject.CreateDefaultSubobject(Type, Object[])
    EObject.CreateDefaultSubobject<T>(Type)
    EObject.CreateDefaultSubobject<T>()
    EObject.CreateDefaultSubobject<T>(Object[])
    EObject.CreateDefaultSubobject<T>(GameObject, String)
    EObject.CreateDefaultSubobject<T>(GameObject, String, Object[])
    EObject.CreateDefaultSubobject<T>(Type, GameObject, String)
    EObject.CreateDefaultSubobject<T>(Type, GameObject, String, Object[])
    EObject.CreateDefaultSubobject(Type, GameObject, String)
    EObject.CreateDefaultSubobject(Type, GameObject, String, Object[])
    EObject.DestroyAllObjects()
    EObject.DestroyAllObjectsOfType<T>()
    EObject.FindActiveObjectOfType<T>(Func<EObject, Boolean>)
    EObject.FindActiveObjectsOfType<T>(Func<EObject, Boolean>)
    EObject.FindActiveObjectsOfType<T>()
    EObject.FindActiveObjectsOfType<T>(String)
    EObject.FindActiveObjectsOfType<T>(Type)
    EObject.FindActiveObjectsOfType<T>(Type, Func<EObject, Boolean>)
    EObject.FindActiveObjectsWithTagOfType<T>(String)
    EObject.FindActiveObjectsOfType<T>(Func<Object, Boolean>)
    EObject.FindActiveObjectsOfType<T>(Func<T, Boolean>)
    EObject.DestroyActiveObjectsOfType<T>()
    EObject.DestroyActiveObject<T>(GameObject)
    EObject.DestroyActiveObject(Type, GameObject)
    EObject.FindMostAppropriateEntry<T>(String, IEnumerable<T>)
    EObject.Destroy()
    EObject.GetHashCode()
    EObject.Equals(Object)
    EObject.Destroy(Boolean)
    EObject.OnDestroyed()
    TypeCastObject<EObject>.Cast<TObject>()
    TypeCastObject<EObject>.Cast<TObject>(TObject)
    TypeCastObject<EObject>.As<TObject>()
    TypeCastObject<EObject>.Is<TObject>(TObject)
    System.Object.ToString()
    System.Object.Equals(System.Object, System.Object)
    System.Object.ReferenceEquals(System.Object, System.Object)
    System.Object.GetType()
    System.Object.MemberwiseClone()
    Namespace: Exiled.API.Features.Core.StateMachine
    Assembly: Exiled.API.dll
    Syntax
    public abstract class StateController : EActor, IEntity, IWorldSpace, IPosition, IRotation

    Properties

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    BeginStateMulticastDispatcher

    Gets or sets the TDynamicEventDispatcher<T> which handles all the delegates fired when entering a new state.

    Declaration
    public TDynamicEventDispatcher<State> BeginStateMulticastDispatcher { get; protected set; }
    Property Value
    Type Description
    TDynamicEventDispatcher<State>
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    CurrentState

    Gets or sets the current state.

    Declaration
    public State CurrentState { get; set; }
    Property Value
    Type Description
    State
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    EndStateMulticastDispatcher

    Gets or sets the TDynamicEventDispatcher<T> which handles all the delegates fired when exiting the current state.

    Declaration
    public TDynamicEventDispatcher<State> EndStateMulticastDispatcher { get; protected set; }
    Property Value
    Type Description
    TDynamicEventDispatcher<State>
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    PreviousState

    Gets or sets the previous state.

    Declaration
    public State PreviousState { get; protected set; }
    Property Value
    Type Description
    State
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    States

    Gets all handled states.

    Declaration
    public IEnumerable<State> States { get; }
    Property Value
    Type Description
    System.Collections.Generic.IEnumerable<State>

    Methods

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    OnStateChanged()

    Fired when the state is changed.

    Declaration
    protected virtual void OnStateChanged()
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    StateUpdate(State)

    Fired every tick from the current state.

    Declaration
    public virtual void StateUpdate(State state)
    Parameters
    Type Name Description
    State state

    The state firing the update.

    Implements

    IEntity
    IWorldSpace
    IPosition
    IRotation

    Extension Methods

    ReflectionExtensions.CopyProperties(Object, Object)
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