* 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...
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
* Added a specialized class for debugging the state machine
The StateMachineDebugger class will generate logs for state changes together with the conditions results. Providing more in-depth information.
* [Bot] Automated dotnet-format update
* Improved the debugger's log with SO names
Added changes so the state machine debugger can use the ScriptableObjects names in the log, improving readabilty.
Now the log also shows the transition name.
* [Bot] Automated dotnet-format update
* Added a feature to also list the active StateActions
The debugger can now list the actions activated by the state.
Also added two options to toggle the logging of the conditions and the actions
* [Bot] Automated dotnet-format update
* Small improvements and documentation
Changed the State name for a reference to the SO of origin (like the other classes)
Removed the name of the transition for compatibility with the changes made...
Condition results are now cached so they are only evaluated once per frame, regardless of how many times they are being checked in the state machine logic.
Caching is made by each instance of the state machine and the condition respective scriptable object.
Added a boolean value to enable/disable this feature on each Condition Scriptable Object individually.
Extra internal changes:
The abstract function Condition.Statement() changed from public to protected so it can only be used inside the internal Condition.GetStatement().
Added documentation regarding all Get methods for the abstract Scriptable Objects to clarify their behaviors.
Removed StateTransitionSO since it was replaced by TransitionTableSO
Changed public TransitionTableSO.GetInitialState() to internal.
Changed a few SO references to their specialized classes.
Added a description to StateMachine's StateAction SOs
State Machine editor now displays descriptions for StateActions
Reorganised Protagonist's StateActions into folders