There is somethign I am missing here and just wondering if there are some rules I just havent learned yet. I have an Idle state, infected state and dead state which I have attached c# scripts to. Right now for some reason when my block goes into the dead state, it is still calling the update on the infected state also. The below lines get called when I pass into the dead state. From what I was seeing in tutorials, it looked as if the "Finished" event had to get called so I did so. Are there any other rules I am supposed to follow that I am not that could possibly cause my state to call both updates? And yes, both the dead state update and my infected update are getting called for the same object. TIA!!
When I proceed into the dead state I call:
myCube.fsm.Fsm.Event("CUBE DEAD");
myCube.fsm.Fsm.Event("FINISHED");
When I am in the playMaker log all looks fine and as it should, but when I put a breakpoint in the update of the infected state script, it steps in and it is the only object on the screen that has gone through the infected state as well as now being in the dead state.