Really neat demo, Trent. The idea of stacking multiple FSMs on one object without conflicts is such a clean design. Could this approach handle real-time parameter changes too, like dynamic speed or scale shifts?
The Grand Finale: Orchestrating Complex Motion with Multi-Context FSMs
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@[Ben Kiehl]
That's a fantastic question, Ben! The short answer is yes, absolutely; dynamic, real-time parameter changes are one of the core strengths of this decoupled approach.
The key to enabling this lies in the Context object.
- Data is Separate: All dynamic parameters, such as
AngularSpeed,minScale,maxTranslation, etc., are stored as public fields or properties directly within the specific Context instance (e.g.,RotationContext,ScaleContext). - Logic Reads Data: The FSM blueprint (e.g.,
ScalarFSM) doesn't hardcode any values. Instead, its logic, which runs every frame, simply reads the current values from the Context it is driving.
This means you can get a reference to any of the nine active Contexts (e.g., the ScaleContext for the X-axis Cube, scX) and modify its data at any time from outside the FSM:
// Example: Double the translation speed of the Z-axis Cube instantly
TranslationContext tcZ = GetContextReferenceForZCube();
tcZ.Speed = 2.0f; // FSM will read 2.0f on the next Update()
The state machine itself doesn't need to be notified or reset. The separation of concerns ensures that modifying the Context's data results in an immediate and dynamic change to the FSM's behavior on the very next frame. This makes the architecture extremely responsive to any runtime game logic.
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