Class StateMachine

Hierarchy (view full)

Constructors

Properties

change$: Subject<string[]> = ...

Before his state changes, it emits this subject.

destroy$: Subject<void> = ...

When Lifecycle Object is destroyed, it emits and closes this subject. Along with destroying his children, which in turn behave the same.

gameObject: LifecycleParent

Parent GameObject is assigned at creation.

label: string = 'StateMachine'

Each Lifecycle Object has label for pixi debugging.

state: string = ''

Current state of the State Machine.

state$: Subject<string> = ...

After his state changes, it emits this subject.

update$: Subject<number> = ...

When Lifecycle Object is updated, it emits this subject. Along with updating his children, which in turn behave the same.

validators: Record<string, TStateValidator[]> = {}

Validators for state changes.

Methods