//------------------------------------------------------------ // Game Framework // Copyright © 2013-2021 loyalsoft. All rights reserved. // Homepage: http://www.game7000.com/ // Feedback: http://www.game7000.com/ //------------------------------------------------------------ using GameFramework.Fsm; using ProcedureOwner = GameFramework.Fsm.IFsm; namespace GameFramework.Procedure { /// /// 流程基类。 /// public abstract class ProcedureBase : FsmState { /// /// 状态初始化时调用。 /// /// 流程持有者。 public override void OnInit(ProcedureOwner procedureOwner) { base.OnInit(procedureOwner); } /// /// 进入状态时调用。 /// /// 流程持有者。 public override void OnEnter(ProcedureOwner procedureOwner) { base.OnEnter(procedureOwner); } /// /// 状态轮询时调用。 /// /// 流程持有者。 /// 逻辑流逝时间,以秒为单位。 /// 真实流逝时间,以秒为单位。 public override void OnUpdate(ProcedureOwner procedureOwner, float elapseSeconds, float realElapseSeconds) { base.OnUpdate(procedureOwner, elapseSeconds, realElapseSeconds); } /// /// 离开状态时调用。 /// /// 流程持有者。 /// 是否是关闭状态机时触发。 public override void OnLeave(ProcedureOwner procedureOwner, bool isShutdown) { base.OnLeave(procedureOwner, isShutdown); } /// /// 状态销毁时调用。 /// /// 流程持有者。 public override void OnDestroy(ProcedureOwner procedureOwner) { base.OnDestroy(procedureOwner); } } }