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General-purpose "finite state machine" using attachable nodes and signals. Suitable for 2D and 3D player controllers, enemy AI, guns, or whatever else. There are quite a few of these on the asset store already. But I believe this one to simultaneously be the most simple and robust.

Highlights:

-Always orderly state transitions.

-Fully mentally graspable! Only 70 lines (minus whitespace and documentation) but it should still be straightforward to read and understand it all. It's just two .gd files and then a bunch of example/test stuff.

-You can add and remove states during gameplay to accomplish things like arbitrary equippable weapons with movesets.

-States are NOT hard-linked to other specific states. This makes them as reusable as you want to make them. The more states you build up, the more building blocks you have to create complex enemy behaviors faster and faster!

Includes starter characters and states. Please check the github repo for the latest versions of these. Everything is included in the MIT license, so use them how you wish. But please note that the example content is also my testing ground for exploring the capabilities and best practices of this FSM so they are subject to pretty extreme change. The FSM itself shouldn't be changing much though, so you can go ahead and uncheck the "examples" folder completely if you don't want that stuff.

Changelog for version 1.2

No changelog provided for this version.

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