Hi,
i just noticed some small logic is missing if "PlaymakerFSM.BroadcastEvent" is used vs the "Fsm.Event()" logic with "EventTarget.BroadcastAll".
At the end inside Fsm.Event() this code is run:
if (FsmExecutionStack.ExecutingFsm == this)
return;
FsmExecutionStack.PushFsm(this);
this.UpdateStateChanges();
FsmExecutionStack.PopFsm();
In comparison "PlaymakerFSM.BroadcastEvent" does not have this "UpdateStateChanges" related code-block.
Since i try to add a more script+data+timer friendly Fsm.Event() call, i wonder what this code does and if its needed or not, compared to just calling "fsm.ProcessEvent()"?
Thx Andy