What is a key aspect of a finite state machine in the context of the cannon firing projectiles?

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In the context of a finite state machine (FSM) applied to a cannon firing projectiles, the event-driven model is crucial. An FSM operates by transitioning between different states in response to events. For example, the cannon could be in different states such as "Idle," "Aiming," "Firing," and "Reloading." Each state represents a specific phase in the cannon's behavior, and transitions between these states occur based on events, such as the player's input or the completion of a task (like reloading).

The event-driven nature allows for responsive and dynamic interactions, as the FSM can react to various inputs and changing conditions effectively. This model enables clear management of the different functionalities involved in firing projectiles, ensuring that each state has distinctly defined behaviors and transitions.

While visual scripting, sequential execution, and physics-based interaction are relevant to game development and can complement the functionality of an FSM, they do not encapsulate the core principle of how state transitions are managed in this scenario. Instead, the event-driven model is the backbone of how the cannon's state changes in response to user actions and other game conditions, making it the key aspect of an FSM in this context.

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