34 override bool IsIdle () {
return true; }
Abstracted event, not to be used, only inherited.
represents stable state (i.e. the basic states that the fsm will spend the most time in)
represent hand state base
override bool IsIdle()
idle state does not expect any animation events
override void OnAbort(HandEventBase e)
override void OnEntry(HandEventBase e)
override void OnExit(HandEventBase e)
override void OnUpdate(float dt)
void HandStableState(Man player=NULL, HandStateBase parent=NULL, int anim_state=-1)
bool HasEntityInHands()
query for entity in hands