Using State Machine Controllers
The API for using a StateMachineController is pretty much identical to its counter part. You still have access to an UpdateState
method but this time, because it controls a list of StateMachineBase
s, your StateMachineController will call StateMachine.UpdateState (true)
for the StateMachines you are making "active" and pass false for the others.
NOTE: StateMachineControllers also require an instance of a StateMachineReset
in the scene to help with initialisation in each of your scenes. Though, even if you're using both StateMachines and StateMachineControllers, just one instance of a reset object will be enough.