Gameplay Ingredients implements a simple way to declare state machines and control them through Actions.
State Machine Component
The State Machine Component defines a state machine and its states. Each State machine start at a given state and can change its state along time. You can use a SetStateAction to change a State Machine to another state.
States define a State of a state Machine. A state is defined by a Game Object holding a State behaviour.
State Behaviour are composed of a OnStateEnter and OnStateExit callable lists. Upon Entering the state, the OnStateEnter will be called, and the OnStateExit is called before exiting the state.
Life Cycle Example
The State Machines enable their state objects based on the current active state, and perform the state enter calls just after enabling, and on state exit just before disabling.
Let's take an example with a state machine that defines State A and State B, Setting State A as Default.
- State A becomes Enabled
- State A > OnStateEnter is called
A SetStateAction changes the state to State B
- State A > OnStateExit is called
- State A becomes Disabled
- State B becomes Enabled
- State B > OnStateEnter is called