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Hello, I decided to open a new issue instead of going off-topic in #23.
What happen when I enter manually into a State if I am in another State?
I try to explain it better:
Immagine we have th…
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**请确认你已经做过并了解如下步骤,在 `[]` 中填入 `x` 选中**
- [x ] 仔细看并搜索过[Wiki](https://github.com/pt-plugins/PT-Plugin-Plus/wiki)
- [x ] 请确认你的版本比当前[Pre-release](https://github.com/pt-plugins/PT-Plugin-Plus/tags)要新,我们建议…
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First of all - thanks for this project and your work here!
For my use case I would need to have the FSM instance be movable and have its state list also movable (i.e. replacing with a different add…
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I'm seeing an FSM thread cancelled issue.
Operating System: Windows 10
All the latest and greatest Windows 10 updates.
All Requirements are installed and the EliteMMO System Checker passes validati…
ghost updated
8 months ago
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This particular warning happens in a Rails app when using Puma. I don't know that there is anything that Puma or Rails can do differently here to prevent this from happening, but I will report it in R…
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With the `sequence.hdl` example, the `_FSM` variable in the generated Verilog is never declared, so it defaults to a 1-bit `wire`. This results in it toggling between two states instead of going throu…
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Note: the issue was created automatically with bugzilla2github tool
Original bug ID: BZ#204
From: Bert Rodiers <>
Reported version: 7.1.devel
CC: pt-dev@chess.eecs.berkeley.edu
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## Bug Report
### What version of TiKV are you using?
Ref: #17490
### What operating system and CPU are you using?
Linux, x86_64
### Steps to reproduce
CI run unit test job…
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Actualmente, se establece un estado inicial y otro final, cuando se llega al final se reinicia el FSM y se empieza por el principio. Esto ignora si el primer estado tiene una condición de inicio, por …
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### # 애니메이션
#### - 구현 완료
- 플레이어와 몬스터의 사망 구현 (이벤트 주고받기, 애니메이션, 게임오버 UI)
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#### - 보류중
- [플레이어] 캐릭터 피격시, 목숨 단계에 따른 애니메이션 실행
- [플레이어] 이전단계 변신상태 (이하 목숨)가 존재한다면 이전단계로 전환되는 애니메…