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Topics - koen.pis

Pages: [1]
1
Feature Requests / Custom Types (default unity behavior)
« on: April 12, 2011, 03:45:34 PM »
I learned this funny trick in unity to organize variables in the inspector. But this trick does not work in playmaker actions.
Pictures say more then words in this case ...

In unity the following code gives (see code) ... the following result in the inspector (see picture)

Code: [Select]
[System.Serializable]
public class InitAction {
public ActionKey Key;
public ActionType Type;
public string Name;
public string Description;
public KeyCode[] PrimKeys;
public KeyCode[] SecKeys;
}



looks nice and clean ... so pretty plz  ;D

2
General Discussion / Nice one, beside iTween *random cursing*
« on: April 07, 2011, 06:33:14 AM »
Just decided to do the update and I love iTween believe me, that it got included is nice but not for my current project.
So I decided to remove all the iTween related files thinking it would be 'ok', but then the horror started ...

Quote
Assets/PlayMaker/Editor/FsmComponentInspector.cs(172,9): error CS0246: The type or namespace name `iTweenMoveTo' could not be found. Are you missing a using directive or an assembly reference?

ugh ... find the good side ... we don't care about the stuff in OnSceneGui() in this project so ...

Code: [Select]
//iTweenMoveTo temp;
Vector3[] tempVct3;
FsmState lastSelectedState;

public void OnSceneGUI(){
/*
...
*/
}

Lets hope this ugly fix will hold. Playmaker is grate on it's own. Let those extras be what they are, extras and not core. Just my 2 cent.

Besides that, good job on the update. PlayerPrefs rock  8)
edit: made it less rant like.

3
User Showcase / Wip: Pis Project
« on: March 30, 2011, 06:29:41 PM »
Like I said in the intro topic we are a small team set out to build our first game and ofc we will be using playmaker for our little adventure. I just made a progress blog that has some info on our use of playmaker in it so ... I just felt like spamming and sharing it with you lot.

the blog post, clicky
Quote
You can see the base of our Movement Fsm, it’s getting even more complex as I type tis up. At the right
bottom you can see our character controller, wrapping playmaker actions around those was a breeze.

We could have ended there but we took it one step further. I decided to optimize the states in to a
single actions, this should minimize duplicated references and variables; it also minimizes function calls;
last but not least, to clean up the clutter in the ui and make room for the special effects people to add there shiny.

more "fun" stuff to come ofc

4
Feature Requests / More Action Attributes for Custom Actions
« on: March 29, 2011, 03:18:42 AM »
Give us more control over the ui in custom actions.  ;D

The 2 I would love the most:
- Adding a line to split options
- Min, Max Array check/requirment

The first one is easy, the second one how ever ...

I'm using 'KeyCode[]' as type this allows the user to set any array size, but there is no way for me to control this ui bit. Atm, I do a check when we enter the state but that's run time, it would be sweet if we could control this while setting up the state. (I know I can give them a start size in reset but still ...)

Pages: [1]