| | Class | Description |
|---|
| | BasicState |
Simple state that allows for generic transition rules. |
| | BasicThinkingState | |
| | DeathState |
State which destroys its owning container when it is entered. |
| | DelayState |
State that enforces a delay (measured in ticks) before attempting
to transition. |
| | FSMComponent |
Component that wraps a state machine and updates it based on game ticks. |
| | Machine |
Implementation of IMachine; probably any custom FSM would be based on this. |
| | MachineDescription | |
| | PropertyTransition |
Check that a component container property evaluates to some value before
changing state. |
| | ThinkingMachineInstance |
A state machine which shares its description with other machines. |
| | Transition |
Basic, always-on transition. |
| | TransitionEvent |
Machine fires this event whenever it changes state. |