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Describe the problem or limitation you are having in your project
StateMachines can be grouped. But SubStateMachine i.e. a nested StateMachine has a state separate from its parent StateMachine.
For example, if we have StateMachine A and StateMachine B, B exists as a state "sub" within A. While StateMachine A is in state "sub", StateMachine B runs, but the state of StateMachine A can be changed without regard to the state of StateMachine B.
Describe the feature / enhancement and how it helps to overcome the problem or limitation
For StateMachineGroup, disallow abort until End State. Or, as mentioned in godotengine/godot#62576, disallow a StateMachineGroup to have a separate State. It ensures that there are no stuck states.
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
I am considering whether to flag StateMachineGroup as a bool value in the parent StateMachine or make it a separate class.
If this enhancement will not be used often, can it be worked around with a few lines of script?
No.
Is there a reason why this should be core and not an add-on in the asset library?
AnimationStateMachine is core.
The text was updated successfully, but these errors were encountered:
I was thinking a little about the details of the implementation, so I'll leave a note for myself.
Implement the bool grouping property. Default is true.
If the grouping property is true, internal seek to 0 means transition to the Start state.
If the parent of a grouping StateMachine is also a grouping StateMachine, it is prohibited from seeking the playback of the child grouping StateMachine.
Instead, make the parent grouping StateMachine's playback available to the child grouping StateMachine's path.
Describe the project you are working on
3D character game
Describe the problem or limitation you are having in your project
StateMachines can be grouped. But SubStateMachine i.e. a nested StateMachine has a state separate from its parent StateMachine.
For example, if we have StateMachine A and StateMachine B, B exists as a state "sub" within A. While StateMachine A is in state "sub", StateMachine B runs, but the state of StateMachine A can be changed without regard to the state of StateMachine B.
This leaves StateMachine B in a stuck state, which causes problems when resuming as godotengine/godot#68986 and godotengine/godot#62576.
Describe the feature / enhancement and how it helps to overcome the problem or limitation
For StateMachineGroup, disallow abort until End State. Or, as mentioned in godotengine/godot#62576, disallow a StateMachineGroup to have a separate State. It ensures that there are no stuck states.
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
I am considering whether to flag StateMachineGroup as a bool value in the parent StateMachine or make it a separate class.
If this enhancement will not be used often, can it be worked around with a few lines of script?
No.
Is there a reason why this should be core and not an add-on in the asset library?
AnimationStateMachine is core.
The text was updated successfully, but these errors were encountered: