Class: StateMachine
Defined in: src/components/anim/graph/StateMachine.ts:65
Lightweight, data-driven animation state machine.
Plug into an AnimatorComponent via animator.setStateMachine(fsm). On every onUpdate the FSM advances time, evaluates transitions, and may issue a crossFade on the underlying animator.
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Constructors
Constructor
new StateMachine(
states,initial?,params?):StateMachine
Defined in: src/components/anim/graph/StateMachine.ts:72
Parameters
states
StateDef[]
initial?
string
params?
Returns
StateMachine
Accessors
params
Get Signature
get params():
AnimatorParams
Defined in: src/components/anim/graph/StateMachine.ts:82
Returns
currentState
Get Signature
get currentState():
StateDef
Defined in: src/components/anim/graph/StateMachine.ts:83
Returns
currentStateName
Get Signature
get currentStateName():
string
Defined in: src/components/anim/graph/StateMachine.ts:84
Returns
string
Methods
sync()
sync(
animator):void
Defined in: src/components/anim/graph/StateMachine.ts:91
Convenience: ensure the underlying animator is playing the right clip. Should be called once after attaching the FSM, or any time external code wants to force a sync.
Parameters
animator
Returns
void
evaluate()
evaluate(
animator,dt):void
Defined in: src/components/anim/graph/StateMachine.ts:96
Called by AnimatorComponent.onUpdate every frame.
Parameters
animator
dt
number
Returns
void

