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#include "je_state_machine.h"
using namespace std;
namespace JinEngine
{
namespace AI
{
StateMachine::StateMachine()
{
}
StateMachine::~StateMachine()
{
}
void StateMachine::onUpdate()
{
}
const string& StateMachine::getCurrentState()
{
}
void StateMachine::addParameteri(const std::string& name)
{
}
void StateMachine::addParameterf(const std::string& name)
{
}
void StateMachine::addParameterb(const std::string& name)
{
}
void StateMachine::addParametert(const std::string& name)
{
}
void StateMachine::addState(const std::string& name)
{
}
void StateMachine::addTransitioni(const std::string& stateFrom, const std::string& stateTo, const std::string& name, int value)
{
}
void StateMachine::addTransitionf(const std::string& stateFrom, const std::string& stateTo, const std::string& name, float value)
{
}
void StateMachine::addTransitionb(const std::string& stateFrom, const std::string& stateTo, const std::string& name, bool value)
{
}
void StateMachine::addTransitiont(const std::string& stateFrom, const std::string& stateTo, const std::string& name)
{
}
void StateMachine::setParameteri(const std::string& name, int value)
{
}
void StateMachine::setParameterf(const std::string& name, float value)
{
}
void StateMachine::setParameterb(const std::string& name, bool value)
{
}
void StateMachine::setParametert(const std::string& name)
{
}
void StateMachine::trigger(const std::string& name)
{
}
void StateMachine::forceToState(const std::string& name)
{
}
void StateMachine::reset()
{
}
void StateMachine::addEnterListener(SingleStateCallback callback)
{
}
void StateMachine::addExitListener(SingleStateCallback callback)
{
}
void StateMachine::addTranslateListener(DoubleStateCallback callback)
{
}
} // namespace AI
} // namespace JinEngine
|