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Emulate Animator's SetTrigger() behavior on Finite State Machine

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I'm working on a FSM that ticks on every frame. The inner workings can be simplified to this:
  1. I create the States:
    Code (CSharp):
    1. private IdleState idle;
    2. private ChaseState chase;
    3. private DeadState dead;
    4. // And so on...
  1. I create the Conditions for the upcoming Transitions:
    Code (CSharp):
    1. bool targetOutOfSight => onSight == false;
    2. bool targetOnSight => onSight == true;
    3. // And so on...
  1. I creates the...

Emulate Animator's SetTrigger() behavior on Finite State Machine

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