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varstanding_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?
The text was updated successfully, but these errors were encountered:
20milliliter
changed the title
FrayCombatStateMachine.buffer_sequence not working as intended.
FrayCombatStateMachine.buffer_sequence not working as intended
Apr 1, 2023
Given the following
FrayRootState
:and the following print out of events:
Intended behavior would be for a transition from idle to kick to occur thereafter, correct?
The text was updated successfully, but these errors were encountered: