Yeah sorry i wasn't able to make a little tutorial last night for you, ill try again to find some time tonight.
In the mean time....
If you want to make your player fire a projectile. Here's one way you can go about it.
Create an empty game object and place in in front of your player, in the area where you want your projectile to start from. then parent this game object to your player so that it follows. name it something like "projectile_start_location"
Now in your player FSM you will want to create a state (ideally on a second FSM on the same player object - this keeps this seperated and easier to debug and visualize) that checks for your fire button using the "Get Button Down" action.
Next create a new state that it will switch to after pressing that button and include the action "Create game object"
For the game object section of "create game object" drag in your bullet prefab.
and for the spawn point, drag in the empty projectile start location object you made earlier "projectile_start_location"
Now each time you press the fire button it will create a new bullet in front of your ship.
Now you need to make the bullet fly through the air.
On the bullet prefab create a new FSM and simply add a "translate" action.
Set its space to "self" and put a value into the "X" value of the action (like 10 or something) - depending on which way your ship is facing, you might have to put -10
and make sure to check the box "every frame".
Make sure this is your "start state" as well. Now every time you create a new bullet from your player FSM when you press your fire button, you will spawn a new bullet prefab that will immediately start moving 10 units per frame along the X axis.
Now you also want to make the bullet dissapear when it leaves the screen.
For this you can use the handy "is visible" action.... make sure you check the box "every frame" as well so that it checks every frame if your bullet is still visible by the camera.
In the first state you want to create a new event and called it something like "GoToDestroyBullet"
Right click the state and choose "add transition" and then right click the new "...." box and choose "GoToDestroyBullet".
In the "False" drop down of your "is visible" action, choose "GoToDestroyBullet"
Now create a second state in the bullet prefab that will destroy the bullet once its off screen, and simply use the action "Destroy Self"
Now connect the GoToDestroyBullet event from the first state up to the second state that destroys your bullet.
Now everytime your bullet goes offscreen it will automatically be destroyed!
I bet your going to ask how to make the bullet hit something and make it die right?
Here's a few hints to point you in the right direction.
Bullet will need a collider attached to it and set to "Is trigger"
Enemy will need a tag added to it called "enemy" or whatever you want to call it.
Bullet FSM will have a "trigger event" action added that checks every frame to see if its collided with tag "enemy"
Bullet will use "send event to fsm" to talk to the enemy prefab to switch it to a state on the enemy called "death" which will destroy the enemy and create cool particle effects or whatever.
See if you can figure that next step out first and hit me up for tips again if needs be.