UnityHFSM
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A simple yet powerful class-based hierarchical finite state machine for Unity
I see that the state machine is generic, but I would like to have my states identified by enums instead of strings. However, this does not work in a hierarchical...
Is there any way to run code when a particular state transition occurs? I can't see any way to add a callback to the transition or to access the previous...
I was hoping for a method that would output a string representing the nested state such as `Patrol.Move.SearchForPOI`?
Hi! First of all thx for this great tool. And sorry for my bad english =) I found some bugs (only one to be honnest) and missconception and try fix...
I implement a simple chain of states like: A => submachine state B => submachine state C => D ``` using UnityEngine; using FSM; public class Test : MonoBehaviour {...
I have a simple scenario like: ``` var FSM = new StateMachine(true); FSM.AddState("Idle", new State(onEnter: Idle, onLogic: Idle)); var movementFSM = new StateMachine(true); FSM.AddState("Movement", movementFSM); movementFSM.AddState("Walk", new State(onLogic: Walk)); movementFSM.AddState("Dodge",...
Is there a reason for not implementing StateBase as an interface so states can be used as protected types such as MonoBehaviour and ScriptableObject? It seems like the only concrete...
An `ArgumentNullException` is thrown when using the `AddTransitionFromAny(to, condition, forceInstantly)` shortcut extension method for FSMs where `TStateId` is a `string` type. This occurs because the extension method passes `default` through...
I found a lot of state machine-related projects, and found that this library is still the best, but there are no Issues, and there are too few stars. I should...
Hi~ Can we have more samples and explaination on Class-based architectures? Like: Using Class-based architecture to rebuild the GuardAI Example. Derived from StateBase/ActionState/State and their difference How te create Custom...