FiniteStateMachine
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FSM plugin for Godot
Issues: * A minor, aesthetic one. When I create a new node, the FSMControl, FSM2D and FSM3D all have node icons unique to them, but after I click on them...
Closes #33, Closes #31. Some fixes necessary on Godot 3.2.
make this plugin works again with Godot v3.2.2
ERROR: Timer was not added to the SceneTree! At: scene/main/timer.cpp:111 Running: godot 3.2.beta.calinou.636bc5c32
https://github.com/kubecz3k/FiniteStateMachine/blob/2cd05b4e0cb9199d085aa8812d3e0537b2b9da92/addons/net.kivano.fsm/content/fsm.gd#L100 https://www.oxfordlearnersdictionaries.com/definition/english/receive
https://github.com/kubecz3k/FiniteStateMachine/blob/2cd05b4e0cb9199d085aa8812d3e0537b2b9da92/addons/net.kivano.fsm/content/fsm.gd#L370 Should be assert(...).
In the current repository there are two `LICENSE` and two `README.md` files (one in the project root and one in `addons/net.kivano.fsm`). This makes the code harder to work on and...
## function documentation In FSM2D (and possibly other places too) we can read: > \# update(inDeltaTime): update FSM to update current state. Should be > \# used in every game...
Most functions exposed to the user have 4 or 5 additional parameters (like "param0", "inParam1", and "inArg0"). This clutters the users project with unused code, makes it more complicated to...
Currently, debug mode has to be set manually on every FSM node. Including something like ``` if (OS.is_debug_build ()): printerr ("Running in debug mode.") enableDebug = true ``` in fsm.gd...