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    Namespace Danmokou.SM

    Classes

    AnimatorControllerLASM

    anim: Run animations on the executing BEH.

    BreakSM

    break: Indicates that its parent should take no more children.

    BxBCollideLASM

    collide: Set up collision handlers for bullet-on-bullet collision.

    DerivedSMContext

    A SM context that does not cleanup objects when it is disposed.

    DialoguePhaseSM

    EndPSM

    end: Child of PhaseSM. When a phase ends under normal conditions (ie. was not cancelled), run these actions in parallel before moving to the next phase.

    EventLASM

    event: Handle configuring, subscribing to, and running events.

    FinishPSM

    finish: Child of PhaseSM. When the executing BEH finishes this phase due to timeout (shift-phase) or loss of HP, runs the child SM on a new inode.
    Does not run if the executing BEH is destroyed by a cull command, or goes out of range, or the scene is changed.

    GTRepeat

    gtr: A generic repeater for StateMachines. Supports the same interface as gcr/gir.
    Note: the constructor takes StateMachine[] and not List<SM>, which means you must explicitly wrap multiple SMs in brackets.

    GTRepeat2

    gtr2: Like GTRepeat, but has specific handling for the WAIT, TIMES, and rpp properties.

    IfUSM

    if: Choose between two SMs based on the predicate.

    LineActionSM

    The basic unit of control in SMs. These cannot be used directly and must instead be placed under PhaseSequentialActionSM or PhaseParallelActionSM or GTRepeat.

    NoBlockUSM

    ~: Run the child SM without blocking.

    ParallelSM

    PatternContext

    PatternProperty

    A modifier that affects an entire pattern script.

    PatternSM

    pattern: Top-level controller for SMs involving danmaku or level control. Does not encompass text control (ScriptTSM).

    PhaseContext

    PhaseParallelActionSM

    paction: A list of actions that are run in parallel. Place this under a PhaseSM.

    PhaseProperty

    Markers that modify the behavior of PhaseSM.

    PhaseSequentialActionSM

    saction: A list of actions that are run in sequence. Place this under PhaseSM.

    PhaseSM

    phase: A high-level SM that controls a "phase", which is a sequence of SMs that may run for variable time under various ending conditions.
    Phases are used to implement 'cards' or 'spells' or 'nonspells' in danmaku games.
    Phases also generally share some state due to data hoisting, events, etc. If you use the type property to declare a card type, or you use the clear property, then this state and all its bullets will be cleared on phase end.

    ReflectableLASM

    ReflectableSLSM

    RetargetUSM

    @: Run an SM on another BEH.

    ScriptLineSM

    ScriptTSM

    script: Top-level controller for dialogue files. This code is maintained for backwards compatibility; please use the new VN interfaces instead.

    SequentialSM

    SMContext

    SMReflection

    All public functions in this repository can be used as LASM state machines.

    SoftcullProperties

    Synchronization

    Synchronization events for use in SMs.

    TimerControllerLASM

    timer: Control shared timer objects.

    TSMReflection

    Enums

    TSMReflection.StandLocation

    Delegates

    AnimatorControllerLASM.Animate

    BxBCollideLASM.ColliderFn

    EventLASM.EventTask

    TimerControllerLASM.TimerControl

    TTaskPattern

    SM-like invocation for text SMs.

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