The State node is node to be used to make State Machine.
The State node can have one or many events and nodes.
to add a events double click the state to edit the State Node and right click on canvas > Add Event > and select available events
Available events:
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On Enter called on state enter.
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On Exit called on state exit.
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Update is called every frame, if the MonoBehaviour is enabled and if state is running.
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FixedUpdate is called every fixed framerate frame, if the MonoBehaviour is enabled and if state is running.
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LateUpdate is called every frame, if the Behaviour is enabled and if state is running.
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OnApplicationFocus called when the player gets or loses focus and state is running.
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OnApplicationPause called when the player pauses and if state is running.
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OnApplicationQuit called before the application is quit and if state is running.
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OnBecameInvisible is called when the renderer is no longer visible by any camera and if state is running.
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OnBecameVisibleis called when the renderer became visible by any camera and if state is running.
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OnCollisionEnter is called when this collider/rigidbody has begun touching another rigidbody/collider and if state is running.
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OnCollisionEnter2D called when an incoming collider makes contact with this object’s collider (2D physics only) and if state is running.
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OnCollisionExitis called when this collider/rigidbody has stopped touching another rigidbody/collider and if state is running.
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OnCollisionExit2D Sent when a collider on another object stops touching this object’s collider (2D physics only) and if state is running.
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OnCollisionStay is called once per frame for every collider/rigidbody that is touching rigidbody/collider and if state is running.
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OnCollisionStay2D called each frame where a collider on another object is touching this object’s collider (2D physics only) and if state is running.
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OnDestroy is called when the MonoBehaviour will be destroyed and if state is running.
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OnDisable is called when the behaviour becomes disabled () or inactive and if state is running.
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OnEnable is called when the object becomes enabled and active and if state is running.
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OnGUI is called for rendering and handling GUI events and if state is running.
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OnMouseDown is called when the user has pressed the mouse button while over the GUIElement or Collider and if state is running.
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OnMouseDrag is called when the user has clicked on a GUIElement or Collider and is still holding down the mouse and if state is running.
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OnMouseEnter Called when the mouse enters the GUIElement or Collider and if state is running.
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OnMouseExit Called when the mouse is not any longer over the GUIElement or Collider and if state is running.
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OnMouseOver Called every frame while the mouse is over the GUIElement or Collider and if state is running.
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OnMouseUp is called when the user has released the mouse button and if state is running.
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OnMouseUpAsButton is only called when the mouse is released over the same GUIElement or Collider as it was pressed and if state is running.
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OnPostRender is called after a camera finished rendering the scene and if state is running.
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OnPreCull is called before a camera culls the scene and if state is running.
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OnPreRender is called before a camera starts rendering the scene and if state is running.
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OnRenderObject is called after camera has rendered the scene and if state is running.
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OnTriggerEnter is called when the Collider other enters the trigger and if state is running.
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OnTriggerEnter2D Sent when another object enters a trigger collider attached to this object (2D physics only) and if state is running.
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OnTriggerExit is called when the Collider other has stopped touching the trigger and if state is running.
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OnTriggerExit2D Sent when another object leaves a trigger collider attached to this object (2D physics only) and if state is running.
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OnTriggerStay is called once per frame for every Collider other that is touching the trigger and if state is running.
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OnTriggerStay2D Sent each frame where another object is within a trigger collider attached to this object (2D physics only) and if state is running.
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OnWillRenderObject is called once for each camera if the object is visible and if state is running.
The State node have a transition, the transition is an event and if it triggered the state will change to another state.
You can add transition event by right click on node > Add New Transition > and select available transition.
Available transitions:
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Condition finish when the condition is true.
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OnApplicationFocus finish when the player gets or loses focus.
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OnApplicationPause finish when the player pauses.
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OnApplicationQuit finish before the application is quit.
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OnBecameInvisible finish when the renderer is no longer visible by any camera.
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OnBecameVisible finish when the renderer became visible by any camera.
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OnCollisionEnter finish when this collider/rigidbody has begun touching another rigidbody/collider.
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OnCollisionEnter2D finish when an incoming collider makes contact with this object’s collider (2D physics only).
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OnCollisionExit finish when this collider/rigidbody has stopped touching another rigidbody/collider.
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OnCollisionExit2D finish when a collider on another object stops touching this object’s collider (2D physics only).
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OnCollisionStay finish when collider/rigidbody that is touching rigidbody/collider and if state is running.
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OnCollisionStay2D finish whena collider on another object is touching this object’s collider (2D physics only).
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OnDestroy finish when the MonoBehaviour will be destroyed.
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OnDisable finish when the behaviour becomes disabled () or inactive.
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OnEnable finish when the object becomes enabled and active.
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OnMouseDown finish when the user has pressed the mouse button while over the GUIElement or Collider.
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OnMouseDrag finish when the user has clicked on a GUIElement or Collider and is still holding down the mouse.
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OnMouseEnter finish when the mouse enters the GUIElement or Collider.
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OnMouseExit finish when the mouse is not any longer over the GUIElement or Collider.
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OnMouseOver finish every frame while the mouse is over the GUIElement or Collider.
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OnMouseUp finish when the user has released the mouse button.
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OnMouseUpAsButton finish when the mouse is released over the same GUIElement or Collider as it was pressed.
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OnTimerElapsed finish when the given times is reach.
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OnTriggerEnter finish when the Collider other enters the trigger.
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OnTriggerEnter2D finish when another object enters a trigger collider attached to this object (2D physics only).
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OnTriggerExit finish when the Collider other has stopped touching the trigger.
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OnTriggerExit2D finish when another object leaves a trigger collider attached to this object (2D physics only).
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OnTriggerStay finish once per frame for every Collider other that is touching the trigger.
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OnTriggerStay2D finish when another object is within a trigger collider attached to this object (2D physics only).