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Missing PausedState(), ContinuedState() events on GameAICommand useage and warnings.

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    Missing PausedState(), ContinuedState() events on GameAICommand useage and warnings.

    Hi,

    PausedState(), ContinuedState() is not called for the current Controller scope state, if a new GameAICommand gets pushed on the command stack. What happens is that the current controller scope state is paused and will be resumed after the command finished via PopCommand(). This is a little inconsistent, also "outer.GotoState()" is ignored without a warning if called from within a GameAICommand.
    I assume GameAICommand is not designed to work in conjunction with "normal" defined states within the controller class itself?

    bye Andy

    #2
    Additional note: While "outer.GotoState()" is not executed, "outer.PushState()" works and will push the state and directly "pauses" stops execution, so if the command ends via "PopCommand()" the new pushed outer state will be executed.

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