<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>State Machine on GS_Play Gameplay Framework</title><link>https://gsplay.genomestudios.ca/tags/state-machine/</link><description>Recent content in State Machine on GS_Play Gameplay Framework</description><generator>Hugo</generator><language>en-us</language><atom:link href="https://gsplay.genomestudios.ca/tags/state-machine/index.xml" rel="self" type="application/rss+xml"/><item><title>Unit Action Graph</title><link>https://gsplay.genomestudios.ca/docs/framework/unit/units/unit_action_graph/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://gsplay.genomestudios.ca/docs/framework/unit/units/unit_action_graph/</guid><description>&lt;div class="alert alert-warning" role="alert"&gt;
&lt;h4 class="alert-heading"&gt;Under Construction&lt;/h4&gt;

 The Unit Action Graph is in early development. The editor infrastructure and runtime architecture are defined, but integration with the Unit system (GS_UnitContext, MoverContext, CharacterActionComponent) is not yet implemented. This page documents the design and what is currently functional.

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&lt;p&gt;The Unit Action Graph is a Hierarchical Finite State Machine (HFSM) editor for authoring character behavior. It uses the &lt;a href="../../graphcanvas/"&gt;gs_graphcanvas&lt;/a&gt; framework with a &lt;strong&gt;StateMachineGraph&lt;/strong&gt; topology — multidirectional perimeter connections, tick-based state evaluation, and polymorphic transition conditions.&lt;/p&gt;</description></item></channel></rss>