Unity3d-Finite-State-Machine
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An intuitive Unity3d finite state machine (FSM). Designed with an emphasis on usability, without sacrificing utility.
There only have `stateMachineList.Add(fsm)`, but don't have `stateMachineList.Remove(fsm)` when component has be destroyed.
Hi! So let's say I have a default state machine: ```csharp protected StateMachine fsm; ``` and in `Update() ` I call `fsm.Driver.Update.Invoke();` ```csharp void Update() { fsm.Driver.Update.Invoke(); } ``` It...
Just a minor issue I noticed while following the README: 