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Messages - stoffl

Pages: [1] 2
1
Playmaker Help / Re: Add Component to Children
« on: November 06, 2017, 09:52:57 AM »
hi, there is a action on the ecosystem called get next child or get next child with reset option. You can loop through all childs, compare the tag, and add the component.

2
Playmaker Help / Re: StringContainsCaseInsensitive
« on: November 06, 2017, 08:41:34 AM »
Sorry it already worked, i just placed a variable wrong. Heres the code if somebody needs it:

Code: [Select]
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

namespace HutongGames.PlayMaker.Actions
{

[ActionCategory("String")]
public class StringContainsCaseInsensitive : FsmStateAction
{
[RequiredField]
[UIHint(UIHint.Variable)]
[Tooltip("The String variable to test.")]
public FsmString stringVariable;
[RequiredField]
[Tooltip("Test if the String variable contains this string.")]
public FsmString containsString;
[Tooltip("Event to send if true.")]
public FsmEvent trueEvent;
[Tooltip("Event to send if false.")]
public FsmEvent falseEvent;
[UIHint(UIHint.Variable)]
[Tooltip("Store the true/false result in a bool variable.")]
public FsmBool storeResult;
[Tooltip("Repeat every frame. Useful if any of the strings are changing over time.")]
public bool everyFrame;

public override void Reset()
{
stringVariable = null;
containsString = null;
trueEvent = null;
falseEvent = null;
storeResult = null;
everyFrame = false;
}

public override void OnEnter()
{
DoStringContains();

if (!everyFrame)
{
Finish();
}

}
public override void OnUpdate()
{
DoStringContains();
}

void DoStringContains()
{
if (stringVariable.IsNone || containsString.IsNone) return;

var contains = stringVariable.Value.IndexOf (containsString.Value, System.StringComparison.CurrentCultureIgnoreCase) > 0;

if (storeResult != null)
{
storeResult.Value = contains;
}

if (contains && trueEvent != null)
{
Fsm.Event(trueEvent);
return;
}

if (!contains && falseEvent != null)
{
Fsm.Event(falseEvent);
}
}


}

}

3
Playmaker Help / StringContainsCaseInsensitive[SOLVED]
« on: November 06, 2017, 04:53:51 AM »
Hi,
I tried to implement:
Code: [Select]
if (myString.IndexOf(itemToLook, System.StringComparison.CurrentCultureIgnoreCase) > 0) {
  Debug.Log("String found");
} else {
  Debug.Log("String not found");
}
With no luck. Is there an easy way to achieve this?
For my propose i need to check all lower upper case possibilities
- for example: JEAN, JEAn, JEaN, JEan,... is contained in a string.
I achieved this only by bruteforcing all possible variations of a string to an array in order to loop through and check all seperate with string contains.(which causes memory to jump up)
Thank's for your help

4
Feature Requests / Re: Automatic add and assign variables/events to action
« on: September 04, 2017, 02:53:35 AM »
Hi Jean,

i just tried it out... that is awesome...
Thank's for telling!

Bye
stoffl

5
Feature Requests / Re: Automatic add and assign variables/events to action
« on: September 01, 2017, 02:49:21 AM »
Thank's jean.
I got your point with variables, be it just for events one time.

6
Feature Requests / Automatic add and assign variables/events to action
« on: September 01, 2017, 02:35:59 AM »
Hi there,

The basic idea is that you drag and drop, or add, actions from the browser and it automatic creates and assigns all possible variables by name and type including events in that Fsm state.

I personally think such an option would be a big timesaver. Of course it would be more complicated when you use the same events and variables more often in a fsm. My current workflow is to either create all stuff new working in a new fsm or for big states searching others and copy/paste, which is sometimes quiet annoying in a big project.

I hope you like the idea

 
 

7
Playmaker Help / Re: Fsm's and Actions just showing hash
« on: August 24, 2017, 04:28:04 AM »
Thank's for your tip Jean. I definitely need a good backup solution after that crash.

8
Playmaker Help / Re: Fsm's and Actions just showing hash
« on: August 22, 2017, 05:52:53 AM »
Hi jean,
yes i tried it all. It looks like the metafile got destroyed somehow. Templates i made are also not useable. All playmaker names, variables and values are hashes with new hash references in debug. I started all over again. At least all graphic components and the structures of the scenes are still there.
Thank's for your help!

9
Playmaker Help / Re: Fsm's and Actions just showing hash
« on: August 20, 2017, 04:27:27 AM »
Debug is off. It just appears on Playmaker related stuff.
It's also not working, and missing references
getting 999+ error massages:
Could Not Create Action: [missing Owner]: 46534d: 4172726179204c697374204164642070726963655553: 4875746f6e6747616d65732e506c61794d616b65722e416374696f6e732e41727261794c697374416464 (Maybe the script was removed?)

Thank's for your input!

10
Playmaker Help / Re: Fsm's and Actions just showing hash
« on: August 20, 2017, 02:43:12 AM »
didn't work my exported scene has that hash in it

11
Playmaker Help / Re: Fsm's and Actions just showing hash
« on: August 20, 2017, 02:01:10 AM »
Thank's djaydino,

i tried to reinstall playmaker, but didn't work out. I forgot to mention that i opened the playmaker.dll with the windows editor instead of the playmaker.dll.mdb to get the GUID...The Checkmark for "Always use the selected program" was on... Maybe that causes the error. I deleted that with regedit but didn't work. Now i'm downloading unity 2017 to install playmaker from start and importing the exported szene

12
Playmaker Help / Fsm's and Actions just showing hash
« on: August 19, 2017, 11:14:07 PM »
Hi,
it would be great if anybody could help me with this. Fsm's and Actions just showing hash and Actions are overlayed.

What i did:
I accidentally started an older version of unity with my current project. I canceled the import and opened the project with the right newer version. My fsm's where missing. I changed to force text in editor settings, than i appllied the missing fsm script. All was good on one fsm. I saw that i appllied the plamaker web dll instead of playmaker dll, so i quit unity without saving and restarted again to apply the playmaker dll, but my fsm's showed up like this(see image).

I guess i have to learn it the hard way. No backup since 5 days...
You know the moments when one eye is slowy starting to twitch...This is one of them.

13
User Showcase / Re: [Birthday giveaway!] Car Setup for PlayMaker [Asset]
« on: December 17, 2016, 08:22:42 AM »
Thank you!!!

14
General Discussion / Re: Performance Memory Fsm Actions/Events/Variables
« on: November 11, 2016, 04:52:51 AM »
Thank you jean!
Reading the profiler is really confusing and i hope to get a better practice handling things.
When i try to exterminate a spike, which somehow works, mostly another spike shows up, where it seems like that problem wasn't there before...

Bye
stoffl

15
General Discussion / Re: Performance Memory Fsm Actions/Events/Variables
« on: November 09, 2016, 09:10:08 AM »
Thank's for your answers!
This are really good tips jean, thank's!

Is there a method out there to messure the cost of a action or fsm proberly to create something like a performance chart?

I tried to create a scene where i want to messure the DropFPS for a action by looping through the same action several times... It don't seems to work very good and constant.

Let's say I have a target frame rate of 30 FPS and i would know that my looping fsm costs typically a 5 frames drop on a specific device which can play 60FPS. With that information i could define the fsm to just run when the frame rate is over 35FPS. Is that nonsense?

I had many performace issues and i tried working things out with the profiler. Mostly the issues where script increases (which i managed better by looping one fsm through multiple objects and having no actions on them whenever it's possible) The next big thing are graphic issues by activating a lot of gameobjects of an array at once, where i have for now a looping function with a waiting time of 1 frame (which is 0,034s for a 30FPS Target).

I am really thankful for any tips

stoffl

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