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Messages - NotoriousGIB

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Feature Requests / Re: Get FSM by Name API Feature
« on: August 23, 2013, 08:45:08 AM »
Thanks for the response.  I'll look in to how I am accessing the FSMs and see if there is a more efficient option.

Right now I am creating objects (from Prefabs) and then getting a reference to their FSMs (from different scripts), so I can't cache the reference on Start.  I am caching the reference once the object is created, but I am still looping through a list of FSMs every time I create an object.  I'm really not sure if it's effecting performance, but I was hoping for a more efficient way.  I will definitely try the FSMList instead of the GetComponents array.

If it looks to be too much trouble, please don't worry about it. I will probably have this game finished before your update would be released.

2
Feature Requests / Re: Get FSM by Name API Feature
« on: August 23, 2013, 07:30:04 AM »
I am trying to refer to a specific FSM on a dynamic GameObject at run time.  With your second solution, I would still be looping through a list of FSMs.  I would much rather be able to refer to the specific FSM directly.
Thanks

3
Feature Requests / Get FSM by Name API Feature
« on: August 22, 2013, 11:44:03 AM »
I have many instances where I need to find a single FSM out of many attached to a GameObject in a script.  As of now, I have to loop through an array of FSMs and locate one by Name/Tag/etc.  I would like a simple FSM.GetByName (or something) method added to the API.  This would save a lot of overhead and looping.
Thank you.

4
Official Action Updates / Re: NGUI Integration (WIP)
« on: July 27, 2013, 10:17:48 AM »
On a new project using the latest version of Unity, I get three warnings;
---
Assets/PlayMaker NGUI/Editor/NGuiEventsToPlaymakerFsmEventsInspector.cs(31,92): warning CS0618: `UnityEditor.EditorGUILayout.ObjectField(string, UnityEngine.Object, System.Type, params UnityEngine.GUILayoutOption[])' is obsolete: `Check the docs for the usage of the new parameter 'allowSceneObjects'.'

Right before the last parenthesis on each line add the following:
"false,null".

Line 31 should look like this:
PlayMakerFSM _newTargetFSM = (PlayMakerFSM)EditorGUILayout.ObjectField("The Target defaults to",_targetFsm,typeof(PlayMakerFSM),false,null);

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