Hi!
I have a current situation:
I have FSM that create automatic "bounds" between objects.
Each "tick" object stores information about who connected to it, by receiving "connecting" event from objects on the scene.
Here is how it works
http://take.ms/fGeKwbI check gameobject that sent even in "remember enemy" and then assign/unassign it to slot 1, 2 or 3
The problem is that sometimes FSM fails to receive "Aimed At" event, I think its because they all sent by all aiming objects simultaneously.
But what is even more weird that sometimes it aims at itself, through there is no way object can send "aimed at" or "unaimed at" to itself. So because of that strange bug i had to add "SelfAimChek" state.
Adding delay to "send event" don't help since all enemies come from same prefab and get same delay in the end, so they send event simultaneously anyway.
Is there any way to fix this situation without completely rewriting logic?