XamkGamelab/StateOfTheMachine
Demonstrates a finite-state machine (FSM) implementation and use of agents and custom sensor for sight.
C#
Issues
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Implement an effect that causes panic for all characters to test "FromAnyStateTransitions". Test how IsInPanic decision and RunAwayFromFear actions could work with the previous.
#9 opened by p3v1Xamk - 0
Add "FromAnyStateTransitions" which are "overrides" that all states must check. E.g. character is in panic.
#8 opened by p3v1Xamk - 0
Getting interested in object causes kind of a chicken-egg problem, since all the objects can't be interesting all the time and everytime they are sighted. So as a shitty workaround we'll add InterestingObject script that defines whether the object is interesting more than once and for how long that interest lasts...
#7 opened by p3v1Xamk - 0
Implement and test switching FSMCharacter EmotionalState to timed "interested" emotion with InterestingObject action (at first hard coded: "be interested about that for 10 seconds and then make next decisions").
#6 opened by p3v1Xamk - 0
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Add callback parameter to SetDirectAgentDestination which triggers when agent's remaining distance is close enough end (to trigger the action when agent reaches target position).
#4 opened by p3v1Xamk - 0
Remove RemainState state.
#3 opened by p3v1Xamk - 0
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Refactor/rewrite FSMState: get rid of obsolete FSMBaseState and add/handle ExecuteOnce and RemainState options directly to/through FSMState.
#1 opened by p3v1Xamk