Hi,
Thanks for UnityHFSM. I like it, and it gets better with each release. 👍
I prefer developing custom states to separate things instead of using the State class.
However, the State class has a nice timer built in, whereas the StateBase does not. Sure, I can create my own base class that just includes the timer but not the exact constructor definition that State has.
I think it would be nice, if that base class with a timer could be provided by UnityHFSM directly, something like:
// Pseudo-Code'ish
public class StateBaseWithTimer<...> : StateBase<...> {
public ITimer timer;
constructor(needsExitTime, isGhostState) {
this.timer = new Timer();
}
public override void OnEnter()
{
timer.Reset();
}
}
This class then could be used by State as well.
And yes, I could inherit from State as well, but then I get the all the conditional delegate invokes that I won't use because I override OnLogic in my class.
Having the StateBaseWithTimer would fill a little gap, at least for me. :-)
What do you think?
Hi,
Thanks for UnityHFSM. I like it, and it gets better with each release. 👍
I prefer developing custom states to separate things instead of using the
Stateclass.However, the
Stateclass has a nice timer built in, whereas theStateBasedoes not. Sure, I can create my own base class that just includes the timer but not the exact constructor definition thatStatehas.I think it would be nice, if that base class with a timer could be provided by UnityHFSM directly, something like:
This class then could be used by
Stateas well.And yes, I could inherit from
Stateas well, but then I get the all the conditional delegate invokes that I won't use because I overrideOnLogicin my class.Having the
StateBaseWithTimerwould fill a little gap, at least for me. :-)What do you think?