playMaker

Author Topic: Changing a state's transitions should update the state's actions  (Read 328 times)

Broken Stylus

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Changing a state's transitions should update the state's actions
« on: December 17, 2020, 02:25:03 PM »
Say you have a state that contains at least an action that uses a custom event as a transition. Then you decide to change that transition by right clicking on it and picking the new event from your list of custom events.

Currently, the actions inside the state will simply go into rage mode and complain that "where my event(s)?".
Good luck if you have several actions that use perhaps half a dozen transitions or more as you will have to update ALL OF THEM manually.

There should either be an automatic function that updates the actions inside the state or a menu option to click on to force an update of all the state's actions in one single go.

Broken Stylus

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Re: Changing a state's transitions should update the state's actions
« Reply #1 on: April 30, 2021, 09:55:01 AM »
Ima boompin' this, with a little extra too.

The idea was: Changing any event on a state should automatically change any reference to this event in this same state's actions.

+ Prevent the use of event duplicates (this is contrary to PMK logic).
I even managed to have events be listed as used twice because of this issue, even when in reality used only once in any FSM.