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
Domain: patch-diff.githubusercontent.com
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