Edit of asset "XSM: eXtended State Machine" Accepted
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Title | XSM: eXtended State Machine | |
Description |
A freely inspired implementation of StateCharts (complex state machines) for Godot. This plugin provides States composition with subStates (and sub-...-sub-States), regions (ie parallel States), history (you can store the last active states easily) and helper functions in the "easy-to-use nodes that I move around" philosophy of Godot. Timers and easy animation playing as a bonus! Now with a StateRoot, pending States, substates call, an active states list, arguments to a state_change, some debug help and an active States history ! (look in the readme on gitlab) Last edit: 1.6.1: Careful might break if update !!! - corrected signals and pending_state to have State params - added change_state_to(state_node) - possible to call change_state(), calls change_state_to(self) - next_state() and prev_state() - removed goto_state() (was unused) 1.5.7: - A default animation name can be specified in the inspector - Indented debug text if nested state change calls - Icon and icon colors changes |
A freely inspired implementation of StateCharts (complex state machines) for Godot. This plugin provides States composition with subStates (and sub-...-sub-States), regions (ie parallel States) and helper functions in the "easy-to-use nodes that I move around" philosophy of Godot. Timers and easy animation playing as a bonus! Now with a StateRoot, pending States, substates call, an active states list, arguments to a state_change and an active States history ! (look in the readme on gitlab) New functions : func play_backwards(anim: String) func play_blend(anim: String, custom_blend: float, custom_speed: float = 1.0, from_end: bool = false) func play_sync(anim: String, custom_speed: float = 1.0, from_end: bool = false) func pause() func queue(anim: String) Last edit: 1.4.6: - fixes a small (but annoying) bug in is_active function Last edit: 1.4.5: - fixes a bug in the signals declaration and parameters Last Edit 1.4.4: - New helper functions for animation - Especially the play_sync() function, that allows to replace an animation by a new animation starting at the same point as where the old one was! Last Edit 1.4.3: - A history of active_states - the function was_active to go with it - A small edit that allows to change_state for all the pending states each frame Last edit 1.4.2: - Two small bugs corrected - Static typing for everybody - Now easier to call a change_state in the _on_enter functions Last edit: 1.4.1 - adds arguments to a pending State Last edit: 1.4.0 - fixes a bug when disabling a branch - adds an active state list logic - adds a few signals |
Category | Tools | |
License | MIT | |
Repository Provider | GitLab | |
Repository Url | https://gitlab.com/atnb/xsm | |
Issues Url | https://gitlab.com/atnb/xsm/issues | |
Godot version | Godot 3.2 | |
Version String | 1.6.1 | 1.4.6 |
Download Commit | ff5bcd559ac00de5a73f78e256e2ff7c8a7960eb | c09a54c1734c67ef804d7f7d770a3aed81c39aff |
Download Url (Computed) | https://gitlab.com/atnb/xsm/-/archive/ff5bcd559ac00de5a73f78e256e2ff7c8a7960eb.zip | https://gitlab.com/atnb/xsm/-/archive/c09a54c1734c67ef804d7f7d770a3aed81c39aff.zip |
Icon Url |
https://gitlab.com/atnb/xsm/-/raw/master/icon.png
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