Conversation
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✅ State machine graph generated and uploaded. |
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✅ State machine graph generated and uploaded. |
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✅ State machine graph generated and uploaded. |
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✅ State machine graph generated and uploaded. |
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✅ State machine graph generated and uploaded. |
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✅ State machine graph generated and uploaded. |
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✅ State machine graph generated and uploaded. |
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✅ State machine graph generated and uploaded. |
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✅ State machine graph generated and uploaded. |
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✅ State machine graph generated and uploaded. |
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✅ State machine graph generated and uploaded. |
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✅ State machine graph generated and uploaded. |
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✅ State machine graph generated and uploaded. |
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✅ State machine graph generated and uploaded. |
Note for future: - Drive do wierd things when CAN ID's overlap with mechanisms
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✅ State machine graph generated and uploaded. |
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✅ State machine graph generated and uploaded. |
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✅ State machine graph generated and uploaded. |
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✅ State machine graph generated and uploaded. |
GreenTomato5
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Lgtm, a few smallish things kind big idrk
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| public ShooterStates getShooterState() { | ||
| // The WINDING_UP state's shooter target depends on the alliance at runtime. We |
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why? also if this is necessary cant the shooter state handle this? I feel like this shouldn't be a manager problem
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yes but would lead to annoying shooter states so i think its fine
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✅ State machine graph generated and uploaded. |
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✅ State machine graph generated and uploaded. |
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✅ State machine graph generated and uploaded. |
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