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Title: R&D: Can we use states for game modes? · Issue #7 · VisualPinball/VisualPinball.Unity.VisualScripting · GitHub

Open Graph Title: R&D: Can we use states for game modes? · Issue #7 · VisualPinball/VisualPinball.Unity.VisualScripting

X Title: R&D: Can we use states for game modes? · Issue #7 · VisualPinball/VisualPinball.Unity.VisualScripting

Description: If you look at pyprocgame's modes, they are stored in an ordered queue that allows each mode to decide whether a switch event bubbles down further the queue, or not. It would be awesome if our state graphs could somehow be marked with a ...

Open Graph Description: If you look at pyprocgame's modes, they are stored in an ordered queue that allows each mode to decide whether a switch event bubbles down further the queue, or not. It would be awesome if our stat...

X Description: If you look at pyprocgame's modes, they are stored in an ordered queue that allows each mode to decide whether a switch event bubbles down further the queue, or not. It would be awesome if our ...

Opengraph URL: https://github.com/VisualPinball/VisualPinball.Unity.VisualScripting/issues/7

X: @github

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Domain: github.com


Hey, it has json ld scripts:
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R&D: Can we use states for game modes?https://github.com/VisualPinball/VisualPinball.Unity.VisualScripting/issues/7#top
https://github.com/freezy
https://github.com/freezy
freezyhttps://github.com/freezy
on Jul 7, 2022https://github.com/VisualPinball/VisualPinball.Unity.VisualScripting/issues/7#issue-1297059458
pyprocgame's modeshttp://pyprocgame.pindev.org/manual.html#modes-and-the-modequeue
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