The Graph Viewport shows the FSM as a graph composed by nodes (the states) connected by curved lines ( transitions).
Every state in the graph contains a list of events, from every event it can starts a transition connecting to the next state.
Current layer
A GameMachine is composed by more than on layer.
Every layer is an FSM that is executed in parallel to the other layers.
This combobox is used to select the FSM layer graph to be showed into the viewport.
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GMS file path
This is the file path (relative to the project) of the GameMachine asset currently showed into the viewport.
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GameMachine owner
This is the name of the object, in the scene, owning the gameMachine that is currently in the viewport.
When the owner name is showed you can see the FSM flowing in realtime during the game test or by clicking simul button
The name can be emtpy, in this case no simulation flowing is showed.
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GameMachine realtime simulation
Click this button if you want to see the gameMachine logic flow in realtime in editor mode.
This avoid to start game simulation for viewing the game machine flow of the selected object.
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Layers filter
Click here if you want to enable/disable an entire layer.
By clicking the button the list of the GameMachine layer names is showed:
ALL layers
By clicking this you enable all layers
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NONE
By clicking this you disable all layers
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Layer names
The list of names of layers in the GameMachine.
Layers dark-orange coloured are enabled, all other are disabled.
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In the case a layer is disable it not executed during the game.
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GameMachine layers editing options
Clicking on this button a list of options is displayed.
Add new layer
Add a new layer in the GameMachine.
The new layer is added just after the currently selected layer.
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Removre layer
Removes currently selected layer
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Duplicate layer
Duplicates the currently seelcted layer
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Move layer up
This moves the current layer before the previous layer in the list
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Move layer down
This moves the current layer after the next layer in the list
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GameMachine layer mask list
This combobox contains the list of masks into the modelscript associated to the object owning the gameMachine.
If you want the animations of a gameMachine layer to be masked you have to select a mask from this combobox.
If the modelscript of the owning object is empty, this combobox also is empty.
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