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    <title>State Machine on Arbor Documentation</title>
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    <description>Recent content in State Machine on Arbor Documentation</description>
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      <title>What is a State Machine?</title>
      <link>/manual/statemachine/about-statemachine.html</link>
      <pubDate>Sat, 16 Jun 2018 04:29:05 +0000</pubDate>
      
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      <description>A state machine refers to a mechanism that changes the state according to the condition with the behavior as one state.
In Arbor, you can use state machine by adding ArborFSM component to GameObject.
Example: Switch and light Consider the switch and electric light.
 If the switch is off, the light goes out. If the switch is on, the light turns on. The state of the light switches with the switch as a condition.</description>
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      <title>Node component</title>
      <link>/manual/statemachine/nodes.html</link>
      <pubDate>Sat, 16 Jun 2018 04:30:19 +0000</pubDate>
      
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      <description>Start state 
 This is the first state to be executed when ArborFSM starts.
One graph requires one starting state.
State 
 It is a normal state. It is executed by transitioning from the start state or another state.
Resident state 
 It is a state that is always executed regardless of the running node.
Perform some kind of interrupt judgment.
Also, because it is always running, it is possible to transition from resident state to other states, but can not transition from other state to resident state.</description>
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      <title>About each menu</title>
      <link>/manual/statemachine/menu.html</link>
      <pubDate>Sat, 16 Jun 2018 04:30:19 +0000</pubDate>
      
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      <description>Graph menu Right-click the graph to display the menu.

    Item Contens     Create State Create a normal state.   Create Resident State Create a resident state.   Create Calculator Create a Calculator node.   Create Group Create a group.   Create Comment Create a comment.   Cut Cut the selected nodes.   Copy Copy the selected nodes.</description>
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