I'm doing a FSM for branching dialogues and, it's gonna have a lot of states.
Currently looking into if it's possible to resume an FSM from where it was using a Set State action without an event? Sort of like the Fsm.GoToPreviousState method but just go to the state with the provided string variable.
I've found the action GoToStateByName.cs by Jean, but it still needs to send events which means I'm looking at dozens of global events to send for each possible dialogue from where the player left off, trying to avoid this as I'm not sure it's healthy for the project.
Thanks!