A state change is something the graph can react to, so the machine announces it (#53, #54, #55, #57)
game-maker / suite (push) Successful in 10m58s
game-maker / suite (push) Successful in 10m58s
Four issues that all reach for the same line: how the current state is read and written. Splitting them into four commits would mean four states of the tree that do not compile, so they arrive together. #55 start state — the machine asset carries an optional `start` holding a State node's id. Right-click a state to set or remove it, a ring in the node's title says which one it is. A dead id (the state was deleted) reads as "no start", so nothing has to clean up after a deletion. #53 entered/exited — `On state entered` and `On state exited`, one exec output per state. Every change now goes through a single `setState` that reports it; BehaviorSystem delivers it after the exec flow that caused it, `exited` of the old before `entered` of the new, round after round until the queue is empty, with a cap that stops a ping-pong graph with an endless-loop error. A local machine tells the instance that switched, a global one tells every instance holding a matching event node. The start state fires `entered` too: per instance for a local machine, once per run for a global one. #57 reading — `Current state` with `name` for showing and `id` for comparing, `Is in state` with one boolean per state. Neither has a `run`, so `read` learned `def` and `lookup`, and the catalog test knows this third kind of node. #54 seeing it — during a run the state machine tab marks every state some instance is holding faintly, and the one held by the selected scene object's instance strongly. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
1 parent
bc57f61c91
commit
7babf88636
30 files changed
+906
-44
No files matched your search
@@ -5,6 +5,7 @@ import { hasEditorRun, runsInEditor } from '../core/properties/editorRun';
|
||||
import { addGameSystems, type BehaviorSystem, behaviorError } from '../runtime/systems/BehaviorSystem';
|
||||
import { Input } from '../runtime/systems/Input';
|
||||
import { type ModelWrite, World } from '../runtime/World';
|
||||
import type { LiveMachineState } from './graph/GraphCanvas';
|
||||
import type { EditorState } from './state';
|
||||
|
||||
export interface EditorRunHooks {
|
||||
@@ -69,6 +70,11 @@ export class EditorRun {
|
||||
if (!write.values && !write.structure && this.showsVariables()) this.state.runtimeTick();
|
||||
}
|
||||
|
||||
/** Which state each instance of a machine holds in this run; empty when no editor run is on. */
|
||||
machineStates(machineId: string): LiveMachineState[] {
|
||||
return this.behaviors?.machineStates(machineId) ?? [];
|
||||
}
|
||||
|
||||
/** The values a Variables asset shares in this run; null when no editor run is on. */
|
||||
liveVariables(assetId: string): PropertyBag | null {
|
||||
return this.behaviors?.liveVariables(assetId) ?? null;
|
||||
|
||||
Reference in new issue
Block a user