Playmaker Forum

PlayMaker Updates & Downloads => Share New Actions => Topic started by: jeanfabre on December 01, 2014, 03:45:01 AM

Title: Unity UI proxy
Post by: jeanfabre on December 01, 2014, 03:45:01 AM
Hi,

 Please find the Unity UI proxy  (https://hutonggames.fogbugz.com/default.asp?W1192)which allows you to connect UI events and values to PlayMaker.


 I made a quick video to introduce the system. It's very similar to how Actions works. you can fire events, but also directly set variables, which is a very important feature to free your fsm from having to implement any logic!

 
Bye,

 Jean
Title: Re: Unity UI proxy
Post by: mdotstrange on December 01, 2014, 04:09:18 AM
Awesome  :) Thank you Jean!
Title: Re: Unity UI proxy
Post by: escpodgames on December 01, 2014, 04:17:30 AM
Looks Awesome!
Title: Re: Unity UI proxy
Post by: jeanfabre on December 02, 2014, 03:00:05 AM
Hi,

 yes, in a second pass, as it will be more complex to get up and running. but yes we need this as well indeed!

 Bye,

 Jean
Title: Re: Unity UI proxy
Post by: escpodgames on December 02, 2014, 04:26:11 AM
Ah excellent! I'm just learning the new UI now, your proxy works a treat!
Title: Re: Unity UI proxy
Post by: jeanfabre on December 02, 2014, 10:41:20 AM
Hi,

 Yes, thanks :) make use of the "set fsm variable" option when available it makes things so much easier, cause you don't need to implement any logic to get the data, it's there already and you can rely on the fsm variable as is.

 Bye,

 Jean
Title: Re: Unity UI proxy
Post by: Dev_Sebas on December 02, 2014, 11:34:12 AM
Nice, thanks Jean!
Just noticed in your video at 2:20 the float slider variable donĀ“t change inside playmaker, only at inspector. Any concatenation problem?
Cheers
Seb
Title: Re: Unity UI proxy
Post by: jeanfabre on December 02, 2014, 11:41:27 AM
Hi,

 Yes, well spotted, hence why I made it "show in inspector", because there it updates properly.

 I think this is for optimization concerns because this tab isn't really something that should be viewed at runtime, its more during the creation and so there is no need to try and update it live, but I do agree it feels clunky.

 Bye,

 Jean
Title: Re: Unity UI proxy
Post by: Dev_Sebas on December 02, 2014, 11:47:46 AM
Ok ;D
This events will be very important!
Cheers
Seb
Title: Re: Unity UI proxy
Post by: lukew on December 03, 2014, 10:59:11 AM
Great to see this. I was looking for a way to set the FSM variables from the uGUI. Thanks!
Title: Re: Unity UI proxy
Post by: fudge on December 03, 2014, 11:36:55 AM
Thanks Jean !

But This pack will be there you updated with new transition?

Title: Re: Unity UI proxy
Post by: jeanfabre on December 05, 2014, 01:04:15 AM
Hi,

 Sorry, can you rephrase?

Bye,

 Jean
Title: Re: Unity UI proxy
Post by: fudge on December 05, 2014, 10:49:14 AM
Sorry, I'm french ^^  :-[

this pack will be updated with news actions? 
Title: Re: Unity UI proxy
Post by: jeanfabre on December 05, 2014, 12:08:56 PM
Pas de soucie :)

 Yes, This will be also a package that will feature more and more content, including actions.

 Right now, you can get actions from the Ecosystem browser (https://hutonggames.fogbugz.com/default.asp?W1181) already or on this forum around, there are fews already.

 Bye,

 Jean
Title: Re: Unity UI proxy
Post by: nabilfx on September 12, 2015, 06:16:10 PM
Jean, how can i exit or reset the button function, to another button on press?

I have 3 buttons, with three different objects in each, but when I press the button, the object appears, and when I press another button the object appears over the previous and not disappear, how can I fix this so when I press another button the object disappears and appears the button object that I am pressing?
Title: Re: Unity UI proxy
Post by: jeanfabre on September 14, 2015, 03:10:53 AM
Hi,

 I am not sure I fully understand what you mean, but let me try:

 You have a button with 3 possible icons right?

 if you want good control over when to show a particular icon, I would have a specific fsm dealing with thi icon, possibly on the icon itself.

 That fsm will listen to all the various inputs that affects this icon and will show hide accordingly, the fact that you have only one fsm responsible for tit means you can have a reference of the 3 icon sprites and show hide them accordingly, it's better than trying to deal with this from several fsms.


 Bye,

 Jean