What this component contains
ATTRIBUTION.mdLICENSEREADME.mdbaltor_test.gdcomponent.jsonexample.tscnfinite_state_machine.gdinspect_gdscript.pyrun_tests.gdtest_package.pytests/test_finite_state_machine.gdverification/native.json
How it works
- Class
- BaltorStateMachine, extends Node
- Methods
- start(data: Dictionary = {}) -> bool; stop() -> void; transition_to(state_name: StringName, data: Dictionary = {}) -> bool; go_back(data: Dictionary = {}) -> bool; has_state(state_name: StringName) -> bool; get_state_node(state_name: StringName) -> Node; get_current_state() -> StringName; get_state_names() -> PackedStringArray; and 2 more
- Signals
- state_changed, transition_refused
- Exports
- initial_state, auto_start, allowed_transitions, history_size
- Placement
- res://baltor/godot_components/finite_state_machine/
Recorded checks
godot 4.7.2.stable.official.ed1daf0bf
godot_parse_check_onlygodot_gdscript_testsgodot_tests_reject_gutted_componentgodot_editor_importgodot_contract_reflectiongodot_example_scenegodot_readme_usage_compiles
Limits to consider
One active state; no parallel or nested states (see the hierarchical state machine). States are found by node name among direct children. Queued requests are checked when they are applied, not when they are made. Input reaches the active state through _unhandled_input only. Verified with Godot 4.7.2 headless; written against the Godot 4.3 API.