Open ItzBreakfast opened 3 months ago
Hey there
Hmm, one way to do this would be to have an "Attack" state in the FSM that plays the attack animation, and transition away from the state as soon as the animation is finished.
There may be a couple of bits and pieces missing to make this work (e.g. forcing a transition away from a state if the animation is finished in a non-hacky way), No promises (it's being a pretty busy month) but I'll try to put together an "attack" example this weekend and make a new crate version with the missing API.
I'm so happy that you answered 😄
I appreciate your trying to put effort into an issue that simply asking for something. I'm afraid I may have annoyed you while you were busy.
I hope you continue to evolve this crate since it's one of the most fantastic crates out there 😉
Thanks, I appreciate the kind words :)
I'm afraid I may have annoyed you while you were busy.
Not at all! I always enjoy hearing about what other people are building with my crates, and questions like these help me understand what needs to be improved or explained better.
In any case, I imagine your use-case is pretty common, so we'll need to have an "Attack" example sooner or later
I'm recently trying finite state machine for my game and i'm wondering how can i create special abilities like attack that gets played only when they called?