Simple Finite State Machine for Unity (C#) State machines are a very effective way to manage game state, either on your main game play object (Game Over, Restart, Continue etc) or UI (buttonHover, buttonPress etc) or on individual actors and NPCs (AI behaviours, Animations, etc). The ...
Async StateMachine For Unity. Contribute to shlifedev/async-finite-state-machine development by creating an account on GitHub.
https://github.com/fschaefer/Stately.js https://github.com/ichernev/node-state This implementation used another approach to develop them, but I do not claim be the best. :) But if you prefer this approach or another, I am open to discuss this with you. ...
github地址:https://github.com/stateless4j/stateless4j 5. Spring Statemachine实现 github地址:https://github.com/spring-projects/spring-statemachine 6. Akka FSM 状态机实现 github地址:https://github.com/akka/akka 7. 通过squirrel-foundation实现 github地址:https://github.com/hekailiang/squirrel 自己做...
shanwu/finite_state_machinemaster 1 branch 0 tags Code Latest commitshanwu Add simple finite state machine d69fb6c on Aug 4, 2018 Git stats 1 commit FilesType Name Latest commit message Commit time FiniteStateMachine Add simple finite state machine 4 years ago ...
import"github.com/things-go/fsm" Example packagemainimport("fmt""github.com/things-go/fsm")typeMyEventintconst(CloseMyEvent=1OpenMyEvent=2)func(cMyEvent)String()string{switchc{case1:return"close"case2:return"open"default:return"none"} }typeMyStateintfunc(cMyState)String()string{switchc{case...
Node-State has three main concepts: States, Events, and Transitions. At any one time, a state-machine will be in one of several pre-defined states. Each state has one or more events that it will listen for and respond to until transitioning to the next state. Transitions are special even...
CoFSM is a C++20 header-only Finite State Machine library. The states are represented as coroutines whichco_awaitfor events. This makes it possible to do things like Suspend the execution of FSM and later resume either from the state where it left off when it was suspended, or from anothe...
///有限状态机 public class FSMMachine :State,IStateMachine { /// /// CurrentState /// /// <value>CurrentState</value> public IState CurrentState { get { return currentState; } } /// /// DefaultState /// /// <value>DefaultState</value> public IState DefaultState { get ...
public class FSMMachine<T> { private string fsmName; private bool running = false; Dictionary<T,StateBehaviour> stateBehaviourDic = new Dictionary<T, StateBehaviour>(); public T DefaultState{get; set;} = default(T); private T currentState; public T CurrentState { get { return currentState...