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unity-rpgcore-hfsm's Introduction

Unity-RPGCore-HFSM

An easy-to-use visual hierarchical state machine

A simple example

HFSM Example

A complex example

HFSM Example

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unity-rpgcore-hfsm's Issues

一些bug和优化建议

1.关于Set/Get Trigger,Bool,Int性能问题:是否可以改用字典的方式去修改值,因为有几个值为了同步放在Update中,我对List.Find性能持怀疑态度
2.我觉得GenerateScriptController()操作应该给StateMachineExecutorController做而不是放到StateMachineExecutor的Inspector上,每次想生成代码都需要找到哪里用了这个asset,还不如直接对着asset生成代码来的快
再次谢谢作者的插件,这个HFSM是真不错,我希望这个插件能够越来越完善

一些Bug和优化建议

1.GetController()无法获取到Assembly-CSharp之外的脚本
因为装了HCLR的缘故,状态机脚本被我放到了Hotfix程序集里
这里会导致获取不到生成的脚本
2.StateMachineExecutor.cs第127行,(executeStateStack.Peek().state as State)有可能为null,当state为StateMachine类型时会转换失败,造成原因不明
3.希望能加一个强制跳转到某个状态的函数

一些bug和优化建议

存在以下几个问题:
1.编码问题:在Mac下生成代码会导致原来的中文注释变成乱码
2.创建State默认选中问题:现在创建State不会默认选中最新的,每次改Name都会改到上一个
3.如果对视图节点State或Transition频繁增删,很大概率会导致代码生成报错
4.希望可以支持自定义命名空间,或者自定义导出的代码模板

一个问题

现在图形界面按delete键会把左边的状态参数删除

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