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There is an emerging pattern for transition systems, of the form:
XyzTransitionSystem is a transitions system that reads XEvents, and determines which sequence to transition to based on XTransition.
There may be multiple XTransitions, which may be skipped if their (optional) requirement is not met.
The requirements need to read other Component values from the entity to determine if they are met.
Table:
System
Subscribed event channel
Transition type
CharacterControlTransitionsTransitionSystem
ControlInputEvent
CharacterControlTransition
HitEffectTransitionSystem
HitEvent
HitTransition
HittingEffectTransitionSystem
HitEvent
HittingTransition
CharacterHitEffectSystem
HitEvent
CharacterHitTransition
It is likely this pattern is going to be further used, and so generic code should be written to reduce the duplicated semantics of these types and logic.
The text was updated successfully, but these errors were encountered:
In GitLab by @azriel91 on Aug 23, 2019, 11:09
There is an emerging pattern for transition systems, of the form:
Table:
CharacterControlTransitionsTransitionSystem
ControlInputEvent
CharacterControlTransition
HitEffectTransitionSystem
HitEvent
HitTransition
HittingEffectTransitionSystem
HitEvent
HittingTransition
CharacterHitEffectSystem
HitEvent
CharacterHitTransition
It is likely this pattern is going to be further used, and so generic code should be written to reduce the duplicated semantics of these types and logic.
The text was updated successfully, but these errors were encountered: