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FrayCombatStateMachine.buffer_sequence not working as intended #51

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20milliliter opened this issue Apr 1, 2023 · 3 comments
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@20milliliter
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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?

@20milliliter 20milliliter changed the title FrayCombatStateMachine.buffer_sequence not working as intended. FrayCombatStateMachine.buffer_sequence not working as intended Apr 1, 2023
@Pyxus
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Pyxus commented Apr 7, 2023

Your state machine construction looks fine. Make sure the state machine node is both active and allows transitions.

@Pyxus
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Pyxus commented May 24, 2023

Any update on if you're still experiencing issues? I'm trying to close up the issues that have been building up

@20milliliter
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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'.

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