R&D: Can we use states for game modes?

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Assessment

Difficulty
5/5
Estimated time
Over a week
Newbie friendliness
25/100
Issue type
Feature
Clarity
Needs clarification
Activity status
Stale
Tech stack
csharp, unity
Domain
game-dev

Research direction

Start by reading the linked pyprocgame modes documentation and the repository's state-graph entry points to understand how ordered priorities and event bubbling could map onto the existing model. Done would require a defined design for graph priorities and node access, plus agreement that it can support mode-like behavior.

Written by the indexing model from the issue text.

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 priority, and that our nodes would have access to that priority, so we can add a similar feature by using a state graph for a "mode".

Dominant language
C#
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0
Forks
1
PR merge metrics
No merged PRs in 30d

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First steps

  1. Read the whole issue, then the project's contributing guide.
  2. Comment on the issue to say you are picking it up — it saves two people doing the same work.
  3. Fork the repository and make your change on a branch.
  4. Open a pull request that references the issue number.

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