Skip to content

lpestl/StateMachinePlugin

Folders and files

NameName
Last commit message
Last commit date

Latest commit

 

History

2 Commits
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Repository files navigation

State Machine Plugin

State Machine Plugin - extends the editor's capabilities to create state machine assets, in the form of a graph editor, similar to AnimationGraph, but without being tied to animations.

The State Machine is a mathematical model of computing. This is an abstract concept, according to which a machine can have various states, but, at some point in time, be in only one of them.

The implementation of an abstract state machine for a specific example with a specific set of states is possible with the help of GraphEditor, which is implemented in this plugin.

Contents

  1. How to use
  2. Logical Description
  3. Technical description
  4. Expected Improvements

How to use

In order to start creating a state machine, you need to create an asset with a state machine graph. To do this, in the current plugin, in the StateMachineEditor module:

  • the registration of a new type of asset State Machine is implemented,
  • new menu item has been added to the context menu for RMB in the Content Browser.

In the Content Brouser, select the folder to create the asset and right-click. In the context menu, select "State Machine -> State Machine"

RMB context item

When choosing to create a new type of asset State Machine, a new asset will appear. A new modal window Pick State Machine class opens, where we must select a class for the future state machine. By default, there is only one such class and it is StateMachinGraph.

Pick State Machine Class window

I prefer to name this type of asset with the prefix "CSM_..." (Custom State Machine).

Name prefix

Double clicking on an asset opens the GraphEditor window. The main graph properties are listed in the Details tab.

Attention: We will return to a detailed description of GraphEditor and its properties later.

Graph Editor

Traffic light example

To understand the abstract essence of the State Machine, it is worth considering it with some example. The plugin implements an example with a traffic light state machine. This is a simple enough state machine to get familiar with the plugin.

Trafic light scene

Logically, it seems to me, it is easy to understand that a traffic light has three main (simplified) states - green, yellow and red. And if the boundary states (green and red) are simple, since they have one input (from yellow) and one output (to yellow), then the yellow state itself is more complicated, since it has two inputs (from green and red) and two outputs (in green and in red).

In order to create a state in the editor, we need to right-click and select the Blueprint Class menu item. In the window that opens, expand the All classes list, find and select the State class there and click the Select button.

Create state class

The state itself is edited in a standard blueprint editor. In the details panel, consider the main properties of the state:

  • ID - a unique identifier that is created when a state is created. Has a text type and can be set manually for readability
  • Node Title - the title of the state (node) that will be displayed as text on the som graph (Graph Editor)
  • Background Color - node color in GraphEditor
  • Context Menu Name - the name that will be displayed in the context menu for adding a state to GraphEditor.

State details

To implement the main logic and reaction to the outside world, as well as to set the logic for switching states, the base class has a set of functions that can (and should) be overridden in the blueprint:

  • Enter & Leave - Functions that are called when the state is entered and exited
  • BindDynamics & UnbindDynamics - helper functions that can also be called when entering and exiting the state, but are intended for subscribing and unsubscribing to/from external world events.

Overridible functions

An example of a blueprint implementation for a red and green state is almost identical and is shown in the picture:

Red state

The state for the yellow color in its blueprint implementation is very similar to the implementation of Green and Red, with the exception that a flag variable (bool) has been added to the yellow State itself, which will set the direction for switching. If IsUp == true, then from the yellow state it should switch to red, otherwise to green. Each time we exit the state, we will change this flag to the opposite one.

Yellow state

Now we have all the states, the data for the transition from one state to another is given, but the transition conditions themselves have not yet been determined. Transition conditions can be described and implemented in a separate blueprint with the Transition entity. For example, let's create two such transients to set the conditions for the transition from-yellow-to-red and from-yellow-to-green.

Create transition

An example of the implementation of transitions can be seen in the image:

Transitions colors

Now we have everything we need to implement the traffic light state machine. Let's create an asset for the state machine and populate it with the states and transitions we just created. If you open the Editor graph and right-click, the context menu for selecting a state class will open. Having selected a class, a node corresponding to this class will appear on the GraphEditor grid, which will designate a specific state.

Add state

Transitions are created by drag and drop from the edge of a node to another node. The final graph looks like this:

Graph traffic light

Logical Description

// TODO:

Technical description

// TODO:

Expected Improvements

// TODO:

About

Extends the editor's capabilities to create state machine assets, in the form of a graph editor

Resources

Stars

Watchers

Forks

Releases

No releases published

Packages

No packages published