Automata UI
A statemachine is an abstract machine which can be in exaclty one of finite number of states
State represents state of software - game-mode, highscore state of game Transition - what happens between states Action - triggering a transition to move form one state to another
State machine allows us to control the behavior of our software
Provides overview of software flow.
Automata UI Terminology
Transition Time time between states to drive animations
State Time lock up a state for a certain time
Init State where the statemachine always stars from
Ping Pong transitions transitioning back and forth with one transition
Actions Bang input Pins named by Transition hence Transition = Action
Install
Install under dependency
nuget install VL.AutomataUI
Editor
Create state double left click
Create transition right click
Delete transition and state middle mouse click
Set State in your VVVV patch ctrl + click state
Same behavior for transitions
Give the transitions the same name so the same behavior gets executed.