I'm using swifts stateMachine from gamePlayKit. It works great, but there is one thing I don't understand: The stateMachineseems to be its own isolated island; from what I can tell there is no way to pass in arguments or get callbacks. And this raises questions like, how do I update the UI?
Lets say I enter combat state:
stateMachine.enter(CombatState.self)
There's no way to pass in an argument. Ok, fine. But then CombatState does its thing and when it's done it goes into another state. BUT, before that I need a callback to the view so that I can remove the units from the board lost in combat like so:
self.removeChildren(in: nodesOutOfAction)
But there's no way to send the nodes out of the stateMachine because there's no possible way to add a completion handler. So how do you work around this problem? To me the stateMacine is pointless as it can´t update the UI.
Its possible to access properties of the state like so:
stateMachine.enter(CombatState.self)
self.removeChildren(in: combatState.nodesToRemove)
But that can't be safe, right? Still, as this is the only option that I know of, this is how I solve it.
I totally recommend you check the DemoBots project from Apple.
You should pass the entity reference on the
State InitializerFor example
With this logic you can decouple a lot of logic inside to the states.