Conflicts are all regarding the renaming of the namespace from Deivsky to UOP1
# Conflicts:
# UOP1_Project/Assets/Scripts/StateMachine/Core/IStateComponent.cs
# UOP1_Project/Assets/Scripts/StateMachine/Core/State.cs
# UOP1_Project/Assets/Scripts/StateMachine/Core/StateAction.cs
# UOP1_Project/Assets/Scripts/StateMachine/Core/StateCondition.cs
# UOP1_Project/Assets/Scripts/StateMachine/Core/StateMachine.cs
# UOP1_Project/Assets/Scripts/StateMachine/Core/StateTransition.cs
# UOP1_Project/Assets/Scripts/StateMachine/ScriptableObjects/StateActionSO.cs
# UOP1_Project/Assets/Scripts/StateMachine/ScriptableObjects/StateConditionSO.cs
# UOP1_Project/Assets/Scripts/StateMachine/ScriptableObjects/StateSO.cs
# UOP1_Project/Assets/Scripts/StateMachine/ScriptableObjects/StateTransitionSO.cs
Removed the 'override' feature that was implemented as it was adding unnecessary complexity.
Adjusted test scene to reflect the changes:
- Added `ChaseComponent.cs`. It takes `Transform _target`, `float _speed` and has a `public void Chase()` function that moves the gameObject towards the target.
- `ChaseAction` now simply calls `ChaseComponent.Chase()` in its `OnUpdate()`.
- `ChaseComponent` also contains a public getter `Target => _target`.
- `CloseToTargetCondition` gets `transform` from the `StateMachine` and the transform of the target from `ChaseComponent`, the `Statement()` remains the same. Another way to implement it would be to have a public getter `bool IsCloseToTarget` or `float DistanceToTarget` in `ChaseComponent` and evaluate that in the `Statement`.
- Removed `ChaseData.cs`.
- How much each sphear eats is now contro...
The test scene was adjusted to display how to override the behaviour of the Spheres by attatching a different `ChaseDataSO` to the `StateMachine`, specifying a different target.
Tooltips and comments were added to try to explain the workflow of overriding Action and Condition data.
* Initial commit
* [Bot] Automated dotnet-format update
* Added debug toggle
* [Bot] Automated dotnet-format update
* Update StateMachines.unity
* Removed serializable actions/conditions. Added current state name in state machine component. Added more spheres to test scene.
* minor
* Renaming from 'Scriptable' prefix to 'SO' suffix.
Co-Authored-By: Ciro Continisio <20049224+ciro-unity@users.noreply.github.com>
* Adjusted test scene. Renamed StateAction.Perform() to OnUpdate(). Added a couple of Tooltips and comments.
The test scene was adjusted to display how to override the behaviour of the Spheres by attatching a different `ChaseDataSO` to the `StateMachine`, specifying a different target.
Tooltips and comments were added to try to explain the workflow of overriding Action and Condition data.
* [Bot] Automated dotnet-format update
* Removed ScriptableObjects array from StateMachine. Adjusted test scene. Single l...
Removal of unnecessary Tests folder, Input Scene and the content in the Scene. I have tested the game and it doesn't breaks or effects the game in any possible way.