Small change request to support calling EndAction from OnExecute

NodeCanvas Forums General Discussion Small change request to support calling EndAction from OnExecute

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  • #16995
    patrickl
    Participant

    Hi,

    I have some cases where I want to immediately exit a action from OnExecute however it can cause issues where the current state becomes null during the FSM OnGraphUpdate. I’ve manually patched this myself but I have to keep re-applying it when I upgrade. Would it be possible to add this in for the next update? My change is in bold:

    protected override void OnGraphUpdate() {

    //Update current state
    currentState.Execute(agent, blackboard);

      //this can only happen if FSM stopped just now (from the above Execute)
      if ( currentState == null ) { Stop(false); return; }
    }

     

    I also had some obsolete API warnings when updating to latest version. I let Unity update the usages and everything seems fine but thought I would point it out. I’m on latest Unity 2021 LTS

    Thanks
    Patrick

    #17051
    Gavalakis
    Keymaster

    Hello there. What NodeCanvas version are you using please? I am asking because there actually is such a call there.

    Or do you mean this call being right after the currentState.Execute call?

    Let me know. Thanks 🙂

    Join us on Discord: https://discord.gg/97q2Rjh

    #17054
    patrickl
    Participant

    Yeah, after the currentState.Execute call. So it does the same check as it does after Update call.

    #17066
    Gavalakis
    Keymaster

    Alright, no problem. I will add that for the next version 🙂

    Join us on Discord: https://discord.gg/97q2Rjh

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