Comments (2)
Hi @Invertex,
Thanks for the feature request! Using interfaces for states and transitions instead of common base classes generally seems like a good idea. I will consider it for future versions of UnityHFSM.
Such a change would entail significant refactoring and changes to documentation. Furthermore, the possible negative impact on performance should be carefully investigated.
Currently, it is already possible to show custom state classes in the inspector by marking them as Serializable
. In the upcoming 2.1 release, the serialization error due to Time.time
will be fixed, meaning that this will become a viable option.
from unityhfsm.
Great to hear you might consider it, hope it works out!
And that's great to hear about the fix :)
from unityhfsm.
Related Issues (20)
- How to return to the previous sub-state of a Hierarchical FSM? (2.0) HOT 2
- Is there a StateChanged changed event for when any transition occurs, even a sub-machine one? HOT 3
- Trigger/Action should use a separate type
- Documentation request: Explain what HybridStateMachine is HOT 1
- Sample code can not compile in version 2.0 HOT 2
- Mention Support for Generic State Identifiers Higher Up in README HOT 1
- How to visualize multi-layer state machines HOT 1
- How to use AddTransition in two different TStateId based by enum? HOT 1
- [Question] Any node editor for UnityHfsm?Or other Editor Tool ? HOT 1
- [Question] Support for parallel states HOT 2
- Perform logic in FixedUpdate or LateUpdate?
- More Samples/Explaination On Class-based architecture HOT 1
- How would you model a Weapon StateMachine having a "Idle" Movement and Cooldown in parallel? HOT 1
- Are there reasons to not use this library outside of Unity? HOT 1
- [Feature Request] States that use tasks instead of Coroutines HOT 1
- Implementation of PriorityTransitions
- [Bug] Statemachines inside parallel states don't react to global triggers
- [Bug] Nested state machines don't invoke StateChanged event on the root state machine HOT 1
- [Bug] Calling fsm.StateCanExit in StateBase.OnEnter does not allow the state to exit
- How does an independent class receive a parameter when passing an action state?
Recommend Projects
-
React
A declarative, efficient, and flexible JavaScript library for building user interfaces.
-
Vue.js
🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.
-
Typescript
TypeScript is a superset of JavaScript that compiles to clean JavaScript output.
-
TensorFlow
An Open Source Machine Learning Framework for Everyone
-
Django
The Web framework for perfectionists with deadlines.
-
Laravel
A PHP framework for web artisans
-
D3
Bring data to life with SVG, Canvas and HTML. 📊📈🎉
-
Recommend Topics
-
javascript
JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
-
web
Some thing interesting about web. New door for the world.
-
server
A server is a program made to process requests and deliver data to clients.
-
Machine learning
Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
-
Visualization
Some thing interesting about visualization, use data art
-
Game
Some thing interesting about game, make everyone happy.
Recommend Org
-
Facebook
We are working to build community through open source technology. NB: members must have two-factor auth.
-
Microsoft
Open source projects and samples from Microsoft.
-
Google
Google ❤️ Open Source for everyone.
-
Alibaba
Alibaba Open Source for everyone
-
D3
Data-Driven Documents codes.
-
Tencent
China tencent open source team.
from unityhfsm.