Tan Jian Ping

Results 47 comments of Tan Jian Ping

root with "Fall" state and "Combo" nested state: ![Screenshot 2021-05-25 022805](https://user-images.githubusercontent.com/11486079/119391523-01ef2980-bd01-11eb-980f-30916021c2fe.png) "Combo" nested state: ![Screenshot 2021-05-25 022722](https://user-images.githubusercontent.com/11486079/119391519-00bdfc80-bd01-11eb-8b0f-c4f45a1f566e.png) Let say when the `current_state` is "Combo/Combo2" and falling, it should directly transit...

Can you point me to the documentation of unity's "any state" state?

Cool, I do have some experience with unity's state machine but I never knew the existence of "any state". And I think the implementation should be as easy as adding...

Multiple same name condition in one transition is impossible due to [how the data structured](https://github.com/imjp94/gd-YAFSM/blob/master/addons/imjp94.yafsm/README.md#resource), where primitive condition(like FloatCondition) is keyed by the variable name. The workaround would be turning...

I planned to add this feature on next update, though, I can't guarantee when it will be done since I am working on another project now. Feel free to open...

Do you mean like what you can do with AnimationTree: ```gdscript anim_tree.set("parameters/eye_blend/blend_amount", 1.0) # Simpler alternative form: anim_tree["parameters/eye_blend/blend_amount"] = 1.0 ```

A menu that popup when typing variable name, so you can choose from the list? Can do that, but I am leaving all the UI/UX improvement for v1.0 update, so...

Thank you! Overall it looks really good, just a few things to resolve before merge, as after reviewing your code I thought `TimeoutCondition` can be treated just like `FloatCondition`: -...

Ah sorry, my bad, I mistaken a TimeoutCondition with TimeCondition. But there's still some other issues: - `TimeoutCondition` will only be tested once because `StateMachinePlayer._transit()` will refuse to test again...

The data structure of state machine was designed this way for the sake of intuitive, based on the relationship between data: ```gdscript var state_machine = state_machine_player.state_machine var state = state_machine.states[state_name]...