Closed Invertex closed 1 year ago
Hi @Invertex, thanks for reaching out with your question.
I don't think what you've described is a bug. I've translated my understanding of your intention into the diagram below.
stateDiagram-v2
Idle: Idle
Movement: Movement (needsExitTime)
state Movement {
Walk
Dodge: Dodge <br> (needsExitTime)
[*] --> Walk
Dodge --> Walk: Animation is finished <br> (forced)
Walk --> Dodge: Dodge input
}
[*] --> Idle
Idle --> Movement: Any input
Movement --> Idle: No input
As far as I can tell, there are two distinct things that you want to happen:
When inside the Movement
state, the Dodge
animation should finish before transitioning to the Walk
state. That's why the Dodge
state should have needsExitTime
set to true. Because it needs exit time, it also needs a way to exit. As the custom onLogic
function (Dodging
) probably does not call the StateCanExit()
method internally, the state transition needs to be forced from the outside, i.e. the transition needs forceInstantly
to be true.
When the root fsm wants to transition from Movement
to Idle
, it should not transition instantly if it's still playing the Dodge animation, i.e. the Dodge
state has not exited yet. Therefore the Movement
state (machine) also needs its own needsExitTime
property set to true. The Movement
state machine will then only exit, when its currently active state does not need exit time (like the Walk
state) or when a state that does need exit time (like the Dodge
state) exits.
The canExit
field lets the state machine instantly transition out of a state that needs exit time. It will not be continually checked. In your case it does not make sense, as the Dodge
state's needsExitTime
property was set to false.
Without knowing the details of your code, I've tried to outline a solution in the code snippet below. Let me know if this helps.
// The root fsm does not needExitTime
StateMachine fsm = new StateMachine();
// Idle should be able to exit immediately => does not needExitTime.
fsm.AddState("Idle", new State(onLogic: Idle));
// As the movement state needs to remain in the active state as long
// as the animation needs to play, it needsExitTime.
StateMachine movementFsm = new StateMachine(needsExitTime: true);
fsm.AddState("Movement", movementFsm);
fsm.AddTransition("Idle", "Movement", _ => isAnyMovementInput);
fsm.AddTransition("Movement", "Input", _ => !isAnyMovementInput);
// The movementFsm state machine should be able to leave at any time
// if it is in the Walk state => Walk does not need exit time.
movementFsm.AddState("Walk", new State(onLogic: Walk, canExit: _ => isDodgeAnimationFinished));
// But as the Dodge animation has to finish before the state machine should ...
// a) transition to Walk, the Dodge state needsExitTime
// OR:
// b) exit and transition to Idle, the Dodge state needsExitTime AND
// movementFsm needsExitTime.
movementFsm.AddState("Dodging", new State(onLogic: Dodging, needsExitTime: true));
// forceInstantly is required because the Dodge state needsExitTime and it
// won't exit itself (by calling movementFsm.StateCanExit()). That's why a
// transition has to be forced "from outside".
movementFsm.AddTransition(new Transition(
"Dodge",
"Walk",
_ => isDodgeAnimationFinished,
forceInstantly: true
));
// forceInstantly is not required here because Walk does not need exit time
movementFsm.AddTransition(new Transition(
"Walk",
"Dodge",
_ => isPlayerPerformingDodge
));
I have a simple scenario like:
Even though the "force instantly" is false for the
Movement>Idle
transition, as well as theDodge>Walk
, and there is acanExit
condition on myDodge
state that isn't true until the animation is actually finished, it will still instantly leave my dodge animation if theMovement>Idle
transition condition is true.This isn't making any sense to me and seems to defeat the whole purpose of a hierarchical state machine. What am I missing here or is this a bug?