Is a compact form of a generic Finite State Machine for Unity3D
using SuperFSM;
public class Example : MonoBehaviour
{
private void Start() // You need to set it only once, nothing on Unity's Update etc
{
FSM<string> _fsm = new FSM<string>(this); // You need to pass this MonoBehaviour
_fsm.AddState("STATE 1",
OnUpdate: () => // You can set some functions on Entry, Update and Exit of a state
{
// DO STUFF ON LOOP
})
.AddTransition(to: "STATE 2", // Transitions check constantly if they can transition to another state
Condition: () =>
{
return true;
});
_fsm.AddState("STATE 2",
OnEntry: () =>
{
// DO STUFF WHEN ENTERED
});
_fsm.SetState("STATE 1"); // You need to select the first state
_fsm.Start(TimeScale.Scaled); // You need to start it at the end with time scale, basically put TimeScale.Scaled or TimeScale.Unscaled
}
}
To install SuperFSM in your project use the Unity Package Manager.
To open the Unity Package Manager, inside unity, go to Window > Package Manager
and to install SuperFSM click the +
icon in the upper left corner of the window, then click on Add package from git URL...
and paste in https://github.com/lulasz/SuperFSM.git