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This repository was archived by the owner on Mar 7, 2026. It is now read-only.
🔗 Is your feature request related to a specific issue?
Managing complex entity states (e.g., for AI, player characters, or UI) using simple boolean flags or enums becomes unmanageable, bug-prone, and leads to "spaghetti code" as complexity grows.
💡 Feature Description
Develop a generic, hierarchical finite state machine (FSM) module.
Expected outcome or effect: A robust, reusable, and easy-to-use system for modeling state-driven behavior.
Specific implementation ideas: The following definitions are for reference only and are subject to change. Implementation could include:
State base class with OnEnter(), OnUpdate(), OnExit() methods.
StateMachine class to manage the active state and handle transitions.
Support for hierarchical states (sub-states) to manage complexity.
Transitions based on conditions or events.
Usage scenarios or benefits: This module can be used for a wide range of scenarios:
AI behavior (e.g., Patrol, Chase, Attack states).
Player character controller (e.g., Idle, Walking, Jumping, Attacking states).