The problem for the moment is that for example conditionA can be true, but not one of condition D or E and at the moment with an empty state you are .. block on this state. And the empty state is not a real state for your character, it does not make sense.
So for the moment if you want to create this, you need to be sure than one of the condition D or E is true in all case… what is not all time the case !
This feature will simplify a lot the states machines, there are many cases where you need to do that. For example when my character transit from the use of an object to the platformer state machine: I first check (in an empty state that Finish() and CheckCondition() On Enter) if it’s grounded or not / if it’s running or not, to not have a frame with a wrong animation for example and directly go to the right state.
I think this feature will replace a very interesting feature in Unity StateMachine (Mecanim) where you can transit from a SubState to an other in specifying the State in the next StateMachine. This will be stronger than in Mecanim because you can test directly in the subStateMachine where to transit at the entry.
We also need of course the same for exiting a subStateMachine. Some time you just wait a subStateMachine to finish and in that subStateMachine condition to finish are not the same depending on in what state you are. If this particular node (ConditionNode) is not connected to a state, it will indicate that if a condition go to this special node so the StateMachine end. For the moment I use the same trick with an emptyState not connected to any other state, but it’s just a trick =/
Sry for my english, I tried my best :p
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