StateMachine.SwitchState()

public void SwitchState<StateType T>(ContextType context)

CyberPsychosis    >    StateMachine    >    SwitchState

Summary

Change the state of a statemachine, changes the value returned when getting the current state.

Example usage

using CyberPsychosis;
using UnityEngine;

// Create a player class
public class Player : MonoBehaviour
{
    // Create a new statemachine for MovementState, inherited from State<Player> 
    StateMachine<MovementState, Player> _movement = new StateMachine<MovementState, Player>();

    private void Start()
    {
        // Switch to the default movement state
        _movement.SwitchState<DefaultMovementState>(this);
    }
}