Currently, states are implemented either as numeric values (integer arrays) or as strings (names). While the current structure supports hierarchical organization, it can easily be adapted to support non-hierarchical state models as well.
Methods are documented in Code:
Statemanager
Essential Component! Mandatory to all scenes with states. Controls the calling of States. Use the correct Type (Numeric, String)
Start state:
the State that gets Invoked on Start.

StateNumeric:
UiMode:
show different parts of the component ui for ease of use.
advanced/basic
Debug:
Activates extended logging in the command line.
MyState:
self state as int array
Registerd slaves:
Components that listen to the Unity events of this state.
invoke OUT event on start:
invokes the Out event on startup (see Monobehaviour docs)
Active/self/child:
visible feedback for status
Self IN:
Unity event that gets Invoked when a decendent state is called and it’s not already active.
IN:
Invokes when it’s exactly the state
Child IN:
Invokes every time a child state (decendent state) is entered.
Self OUT:
Invokes if a different State is called and this was the previous state
OUT:
Invokes when ancestorial state is called and it was active

State String
same as Numeric exept for:
MyState:
self state as string
Parent:
The Parent state of this state:
Child:
List of child states. Auto filled if child states are grouped below this component.

State Slave (Numeric/String):
UiMode:
show different parts of the component ui for ease of use.
advanced/basic
Debug:
Activates extended logging in the command line.
Master State:
The State the events react to:
invoke OUT event on start:
invokes the Out event on startup (see Monobehaviour docs)
Self IN:
Unity event that gets Invoked when a decendent state is called and it’s not already active.
IN:
Invokes when it’s exactly the state
Child IN:
Invokes every time a child state (decendent state) is entered.
Self OUT:
Invokes if a different State is called and this was the previous state
OUT:
Invokes when ancestorial state is called and it was active
