In a Finite State Machine for a cannon, which event is likely when the beam hits a wall and should be destroyed?

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In the context of a Finite State Machine (FSM) for a cannon, it's important to recognize the purpose of each type of event associated with states. When the beam hits a wall, it needs to be destroyed immediately to reflect that interaction. The most appropriate event for this behavior is the one that handles state transitions or exits.

When using OnStateExit, the systems typically deal with cleanup operations or actions that need to occur as the FSM transitions out of the current state. In this case, if the beam is going to be destroyed upon collision with a wall, it signifies an exit from the active state of the beam within the FSM. This ensures that the destruction logic can be encapsulated in a manner that acknowledges the transition out of the state, preventing the beam from remaining active when it should no longer exist in the game world.

The other event types serve different purposes: OnStateEnter is used for initialization when entering a new state; OnStateUpdate would normally provide ongoing logic while in the state, but does not handle state transition behaviors; OnCollisionEnter is a physics event that detects collisions but does not pertain specifically to the state transition logic of the FSM. Therefore, OnStateExit is the most appropriate choice for managing the destruction of the

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