It seems that during state transition with delay, new calls for state transitions (with send_event) are ignored. If it is the case (I might be wrong), would it make sense for new transition calls to overwrite previous ones?
I have noticed this in a setup with compound states: spawn, idle, alert.
spawn state has an (automatic) transition to idle, no event and delay 0.5 seconds.
spawn state has a transition to alert, with event "to_alert" and no delay
idle state has a similar transition to alert, with same event "to_alert" and no delay
The desired behavior is enemy spawns and transits to idle after 0.5 seconds, unless alerted (by an Area 2D that triggers send_event("to_alert"), also tested with call_deferred). But if the transition is ongoing, it seems to ignore the send_event.
By the way want thank you for making this amazing plugin:)
It seems that during state transition with delay, new calls for state transitions (with send_event) are ignored. If it is the case (I might be wrong), would it make sense for new transition calls to overwrite previous ones?
I have noticed this in a setup with compound states: spawn, idle, alert.
By the way want thank you for making this amazing plugin:)