Edit of asset "FSM (Finite State Machine)" Accepted

Old/Current New/Edit
Title FSM (Finite State Machine)
Description Finite state machine plugin for Godot. It allows you to setup your states easily inside your project. Basically it consist of "Finite state machine" node which is able to hold child nodes that are representing individual states and transitions. It's created with the ease of additional states creation in mind, it will create for you script files for states and transitions. The file will be created in special "FSM" folder inside directory that's holding currently edited scene.

This plugin have also visual graph tool for creating fast fast prototyping :)
For more info check Video, Github and FSM.gd readme section.

What's new?
-1.0.0 Alpha -
* Visual graph!
* Support for transitions!
* Helper dictionary for less error prone setState() use. Now you can use it like this: fsm.changeState(fsm.STATE.YOUR_STATE_NAME)

- 0.9.2 -
* FSM node have new default settings in inspector. Recheck FSM nodes settings in your project since default behavior have changed!
* It's possible to pass additional parameters to fsm.update(). They will be transfered to states update funciton.

- 0.9.1 -
* Fixed crash when user never changed initial scene

KEEP IN MIND that while we are using this plugin and it should be well tested, we take no responsibility for potential damage caused by this code. You should always use Version control systems in your project.
Finite state machine plugin for Godot. It allows you to setup your states easily inside your project. Basically it consist of "Finite state machine" node which is able to hold child nodes that are representing individual states. It's created with the ease of additional states creation in mind, you can create them automatically from FSM node inspector, you just need to write new state name and proper script file will be created automatically, and node will be added as a child to the FSM node. The file will be created in special "states" folder inside folder that's holding currently edited scene.

There are couple of options inside FSM node:

One of the most interesting one is to automatically remove non active states from scene tree in runtime. This way you can attach various visuals to individuals states, which visuals wont be present if you decide to change state. State will be automatically readded to the scene if you decide to activate it.
additionally you can choose where to write state transition logic, in manual mode you can manually change states from every point of your code. Or you can choose to hardcode transitions inside state scripts. In this scenario FSM after updating current state logic will ask this state if transition should happen. In this case you need to implement computeNextState() function and return next state name.

For more informations on various options and how to use this node, check readme section of FSM node script.

What's new?
- 0.9.1 -
* Fixed crash when user never changed initial scene

Category Tools
License MIT
Repository Provider GitHub
Repository Url https://github.com/kubecz3k/FiniteStateMachine https://github.com/kubecz3k/KivanoGodotPlugins/tree/master/addons/net.kivano.fsm
Issues Url https://github.com/kubecz3k/FiniteStateMachine/issues https://github.com/kubecz3k/KivanoGodotPlugins/tree/master/addons/net.kivano.fsm/issues
Godot version Godot 2.1
Version String 1.0.2 Alpha 0.9.1
Download Commit 8a3818278f2d7b773e502abb677d39c7f3e3d1e8
Download Url (Computed) https://github.com/kubecz3k/FiniteStateMachine/archive/8a3818278f2d7b773e502abb677d39c7f3e3d1e8.zip https://github.com/kubecz3k/KivanoGodotPlugins/tree/master/addons/net.kivano.fsm/archive/8a3818278f2d7b773e502abb677d39c7f3e3d1e8.zip
Icon Url http://kivano.net/kubek/FSM/market_icon.png