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Component-based state machine plugin for Bevy. Useful for AI, player state, and other entities that occupy different states.

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This is actually self-descriptive. I need to perform some behavior (insert a component) that depends on the state I'm inserting. If I have no access to the state, then I...

I guess it aint gonna be easy to implement, but a state machine. That tells you exactly what state in your egui app. Is really cool and helps debuging, we...

Hi, Title self-explanatory about the bug. Here's a 100% repro: ```rs use bevy::prelude::*; use seldom_state::prelude::*; fn main() { App::new() .add_plugins((DefaultPlugins, StateMachinePlugin::default())) .add_systems(Startup, startup) .add_observer(observer) .run(); } #[derive(Component, Copy, Clone)] struct...

Maybe add support for a fallible system-like API for triggers and `StateMachine::trans_builder`

So I am writing this issue as a basis to what bothers me with seldom atate and as away of making way for a future PR with the aval of...

Let say I have an animation state machine, and I want to check for a condition before hand if player is flying or landed. How can I estabilish run conditions...