Edit of asset "XSM: eXtended State Machine" Accepted
Old/Current | New/Edit | |
---|---|---|
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), 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: 1.5.4: - Cosmetic changes in the code 1.5.3: - Small bug, a line was hiding there, for a long time, waiting for the right moment to pop out and break everything... 1.5.2: - Big bug correction (sadly created the bug in the 1.5 release..), active_states_list was empty ! 1.5.1: - Small bug correction: error on initialization, no enter() and _after_enter were called 1.5: - Complete change on how the active state is handled to allow for complex behaviour like change a state during you enter another state. - Added a debug boolean to help debugging your XSM (shows explicitly which state is changing in the console |
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 | 1.5.4 |
Download Commit | ff5bcd559ac00de5a73f78e256e2ff7c8a7960eb | 3fa4211640a918cb549f5ce03d19654610ce0d4c |
Download Url (Computed) | https://gitlab.com/atnb/xsm/-/archive/ff5bcd559ac00de5a73f78e256e2ff7c8a7960eb.zip | https://gitlab.com/atnb/xsm/-/archive/3fa4211640a918cb549f5ce03d19654610ce0d4c.zip |
Icon Url |
https://gitlab.com/atnb/xsm/-/raw/master/icon.png
|