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FrayCombatStateMachine.buffer_sequence not working as intended
Given the following FrayRootState:
var standing_state = FrayRootState.builder()\
.transition_sequence("idle", "punch", {sequence="punch"})\
.transition_sequence("idle", "kick", {sequence="kick"})\
.start_at("idle")\
#idle is returned to via a goto_start_state() call within AnimationPlayer animations
.build()
combat_state_machine.add_situation("standing_state", standing_state)
and the following print out of events:
Buffered punch into state_machine
Transitioned from idle to punch
Buffered kick into state_machine
Transitioned from punch to idle
Intended behavior would be for a transition from idle to kick to occur thereafter, correct?
Your state machine construction looks fine. Make sure the state machine node is both active and allows transitions.
Any update on if you're still experiencing issues? I'm trying to close up the issues that have been building up
Yes, I am. I've ensured the node is active and allows transitions.
Buffered 'S'.
'idle' transitioned to 'S'.
Buffered 'M'.
'S' transitioned to 'idle'.
#Expected:
#'idle' transitioned to 'M'.