A state machine is an asset whose graph holds one `State` node per state (no ports, name as title), edited in a new "State machine" tab that reuses the graph canvas: right-click places "State n", snap toggle shared with the Behavior tab via SnapToggle. `statemachine` is a value kind like texture (port, literal node, variable, struct field, tagged list item). Behaviors use it through `State branch` (one exec output per state) and `Set state` (one exec input per state; the interpreter now hands `run` the entry port). States live per behavior instance in NodeContext.states, with no initial state. Ports derive from the inline picker or a wired `State machine` literal; BehaviorLookup became GraphLookup with behavior(id) and machine(id). The Graph tab is labelled "Behavior" (key unchanged). Unit tests (state-machine, kinds, catalog, ports), e2e step 26 and README added. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
15 lines
469 B
TypeScript
15 lines
469 B
TypeScript
// Importing the graph package registers the built-in node set as a side effect.
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import './nodes';
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export * from './dropTarget';
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export * from './Graph';
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export * from './lookup';
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export * from './nested';
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export * from './NodeContext';
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export * from './NodeRegistry';
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export * from './propertyPorts';
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export * from './stateMachine';
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export * from './values';
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export * from './variablePorts';
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export { GraphInterpreter, type TraceListener } from './GraphInterpreter';
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