Comments (1)
You can't transition from one enum type to another within the same StateMachine. You're trying to transition from a MoveState to a JumpState, but moveFsm was defined as a StateMachine<PlayerStates, MoveStates, Events>, with the second T parameter, MoveStates, showing that moveFsm will only allow transitions between MoveStates. The first T there, PlayerStates, is only applicable if you're nesting the state machines.
See on the line fsm.AddState(PlayerStates.MOVE, moveFsm);
They're adding moveFsm to fsm as a nested state machine. This is possible because moveFsm had <PlayerStates> as its first parameter, meaning that you're allowed to nest it under fsm which transitions between PlayerStates.
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Related Issues (20)
- Feature request: onEnter and onExit on non-root StateMachines HOT 2
- feature request: OnActiveStateChanged event? HOT 1
- Feature request: add OnTransition callback to Transition class HOT 9
- Name of Test asmdef can conflict with project HOT 1
- StateMachine<T> and StateMachine needs a common StateMachine base type HOT 5
- How to return to the previous sub-state of a Hierarchical FSM? (2.0) HOT 1
- Is there a StateChanged changed event for when any transition occurs, even a sub-machine one? HOT 2
- Trigger/Action should use a separate type
- Documentation request: Explain what HybridStateMachine is
- Sample code can not compile in version 2.0 HOT 2
- Mention Support for Generic State Identifiers Higher Up in README HOT 1
- How to visualize multi-layer state machines HOT 1
- [Question] Any node editor for UnityHfsm?Or other Editor Tool ? HOT 1
- [Question] Support for parallel states HOT 2
- Perform logic in FixedUpdate or LateUpdate?
- More Samples/Explaination On Class-based architecture HOT 1
- How would you model a Weapon StateMachine having a "Idle" Movement and Cooldown in parallel?
- Are there reasons to not use this library outside of Unity? HOT 1
- [Feature Request] States that use tasks instead of Coroutines
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