Open LaoBowen opened 8 months ago
I also am struggling to figure out how to elequontly implement an OnFixedLogic action in a state that inherits StateBase without changing the implementation of the package source.
EDIT: Upon further exploration of the code I found the ActionState class which may be what i was looking for. It might be worth adding mention of this to the Class architecture section of the documentation/readme.
Here is my understanding of how I might be able to do this. Are there any reasons why this might be a good or bad way to implement this functionality?
public abstract class ActionStateWithFixed : ActionState
{
protected ActionStateWithFixed(bool needsExitTime, bool isGhostState = false)
: base(needsExitTime, isGhostState)
{
AddAction("OnFixedLogic", OnFixedLogic);
}
public abstract void OnFixedLogic();
}
public void FixedUpdate()
{
MovementStateMachine.OnAction("OnFixedLogic");
}
PS This asset is super cool, thank you for sharing!
Thanks for this information. I was trying to figure out the exact same thing. Hopefully more examples are added in the Class-based architecture section.
Hi~ Can we have more samples and explaination on Class-based architectures? Like:
Using Class-based architecture to rebuild the GuardAI Example.
Derived from StateBase/ActionState/State and their difference
How te create Custom Actions in such class instead of ".AddAction("OnFixedUpdate", () => { })"
Thank you!