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Init(args)
Scripting Reference
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A base class for state machine behaviours that can receive a single object they depend on during their initialization.
The argument can be specified using a StateMachineBehaviourInitializer<TStateMachineBehaviour, TFirstArgument, TSecondArgument>. attached to the Animator that contains the StateMachineBehaviour.
The argument will be received through the Init method where it can be assigned to a member field or properties.
TArgument | Type of the argument received in the Init method. |
Protected Member Functions | |
void | Init (TArgument argument) |
Provides the StateMachineBehaviour with the object that it depends on. | |
virtual void | OnAwake () |
OnAwake is called when the script instance is being loaded during the Awake event after the Init method has finished. This happens as the game is launched and is similar to MonoBehavior.Awake. | |
virtual void | ValidateArgument (TArgument argument) |
Method that can be overridden and used to validate the initialization argument that was received by this object. | |
void | ThrowIfNull (TArgument argument) |
Checks if the argument is null and throws an ArgumentNullException if it is. | |
void | AssertNotNull (TArgument argument) |
Checks if the argument is null and logs an assertion message to the console if it is. | |
Properties | |
TArgument this[[DisallowNull] string | memberName [set] |
Assigns an argument received during initialization to a field or property by the memberName given name. | |
static NullExtensions.NullComparer | Null [get] |
A value against which any object can be compared to determine whether or not it is null or an Object which has been destroyed. | |
static NullExtensions.NullOrInactiveComparer | NullOrInactive [get] |
A value against which any object can be compared to determine whether or not it is null or an Object which is inactive or has been destroyed. | |
Additional Inherited Members | |
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void | Validate (TArgument argument) |
Validates the initialization argument that was provided to this client. | |