What this component contains
ATTRIBUTION.mdLICENSEREADME.mdbaltor_test.gdcomponent.jsonhierarchical_state_machine.gdinspect_gdscript.pyrun_tests.gdtest_package.pytests/test_hierarchical_state_machine.gdverification/native.json
How it works
- Class
- BaltorHierarchicalStateMachine, extends RefCounted
- Methods
- add_state(state_name: StringName, parent_name: StringName = &"", on_enter: Callable = Callable(), on_exit: Callable = Callable(), on_update: Callable = Callable()) -> bool; set_initial(parent_name: StringName, child_name: StringName) -> bool; set_history(state_name: StringName, enabled: bool) -> bool; add_transition(from_state: StringName, event: StringName, to_state: StringName, guard: Callable…
- Signals
- state_entered, state_exited, transitioned
- Placement
- res://baltor/godot_components/hierarchical_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_readme_usage_compiles
Limits to consider
A subset of statecharts: no orthogonal (parallel) regions, no deep history, no internal transitions and no delayed events. Callbacks run synchronously; sending an event from inside a callback is not queued and runs immediately. Verified with Godot 4.7.2 headless; written against the Godot 4.3 API.