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Messages - rondmc

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1
Playmaker Help / Re: Get/Set Property in Array of a Custom Class
« on: October 06, 2017, 02:01:55 PM »
I went with not putting them in an array since them being in an array doesn't seem at all needed but that's a good idea. I'll have to remember that, thanks!

2
Playmaker Help / Get/Set Property in Array of a Custom Class [SOLVED]
« on: October 05, 2017, 05:11:32 PM »
Hi all, I'll try and explain my problem as best I can.

I have a Game Manager script that keeps track of my persistence data. Inside that script, I created a custom class to keep track of my variables for the game's challenges. Things like, name, best time, bronze/silver/gold awards, completed and unlocked. Right now, I figured the best way to keep those challenges organized would be to store them in an array and change those variables when needed. Then when I implement my save/load data, I can just save and load the array of variables inside one script.

Hope I'm making sense so far.

In Playmaker, I don't see how I can get/set those custom class variables while they're inside an array. Get/Set works when the custom class is outside the array, so I guess my alternative is creating an instance for each challenge and going one by one creating them in script, but I'm not sure if that's practical. Some insight or direction would be appreciated (again I hope I'm using the right terminology and I'm making sense).

Thanks!

3
Playmaker Bug Reporting / Re: FSM Not Recognizing Start State
« on: September 23, 2017, 10:33:19 PM »
Sure thing, here's the link to the video: https://youtu.be/kyzXh9DCt1s

I start the FSM and it starts normally.
I then copy/paste some states and Ctrl+Z to undo them and the FSM runs normally again.
I do the same thing, but then the Start State is skipped on the third try.

4
Playmaker Bug Reporting / Re: FSM Not Recognizing Start State
« on: September 22, 2017, 09:06:53 PM »
Unity - 2017.1.1f1
Playmaker - 1.8.5

Definitely has something to do with undo/redo because it just happened again.

5
Playmaker Bug Reporting / FSM Not Recognizing Start State
« on: September 22, 2017, 05:15:32 PM »
All I know is I hit Ctrl + Z in the editor and now when Reset on Disable is disabled, my FSM doesn't want to start on the Start state. It skips down two states (I think the one I was working on when I pressed Ctrl + Z) no matter what the start state is.

Enabling Reset on Disable fixes it, but disabling it again returns the same glitch. Copying the FSM and pasting it's values from the inspector didn't work.

Creating a new FSM and copying the states through click and drag > copy/paste did fix the issue though. Luckily everything else carried over. Might want to look into it or at least this post can help someone else who might run across the issue.

6
Playmaker Help / Re: Works Fine in Editor, Build Breaks FSMs
« on: June 13, 2017, 11:03:52 PM »
Apparently going into Build Settings > Player Settings > Other Settings and changing the API compatibility Level from .NET 2.0 Subset to .NET 2.0 fixed the issue (so far). I'll post again if I find if anything else breaks.

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Playmaker Help / Works Fine in Editor, Build Breaks FSMs[SOLVED]
« on: June 13, 2017, 02:06:39 PM »
So I built my game after being happy with how everything was running in the editor, but after playing a bit I noticed a lot of FSMs I used started to plain just not work. Everything is pointing to my FSM actions not firing and I really need to figure out why this only happens in the build and not the editor.

Here's a portion of the output_log that points to Playmaker being involved:
Code: [Select]
ReflectionTypeLoadException: The classes in the module cannot be loaded.
  at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool)
  at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0
  at HutongGames.PlayMaker.ReflectionUtils.GetGlobalType (System.String typeName) [0x00000] in <filename unknown>:0
  at HutongGames.PlayMaker.Actions.EnableBehaviour.DoEnableBehaviour (UnityEngine.GameObject go) [0x00000] in <filename unknown>:0
  at HutongGames.PlayMaker.Actions.EnableBehaviour.OnEnter () [0x00000] in <filename unknown>:0
  at HutongGames.PlayMaker.FsmState.ActivateActions (Int32 startIndex) [0x00000] in <filename unknown>:0
  at HutongGames.PlayMaker.FsmState.OnEnter () [0x00000] in <filename unknown>:0
  at HutongGames.PlayMaker.Fsm.EnterState (HutongGames.PlayMaker.FsmState state) [0x00000] in <filename unknown>:0
  at HutongGames.PlayMaker.Fsm.SwitchState (HutongGames.PlayMaker.FsmState toState) [0x00000] in <filename unknown>:0
  at HutongGames.PlayMaker.Fsm.UpdateStateChanges () [0x00000] in <filename unknown>:0
  at HutongGames.PlayMaker.Fsm.DoTransition (HutongGames.PlayMaker.FsmTransition transition, Boolean isGlobal) [0x00000] in <filename unknown>:0
  at HutongGames.PlayMaker.Fsm.ProcessEvent (HutongGames.PlayMaker.FsmEvent fsmEvent, HutongGames.PlayMaker.FsmEventData eventData) [0x00000] in <filename unknown>:0
  at HutongGames.PlayMaker.Fsm.BroadcastEvent (HutongGames.PlayMaker.FsmEvent fsmEvent, Boolean excludeSelf) [0x00000] in <filename unknown>:0
  at HutongGames.PlayMaker.Fsm.Event (HutongGames.PlayMaker.FsmEventTarget eventTarget, HutongGames.PlayMaker.FsmEvent fsmEvent) [0x00000] in <filename unknown>:0
  at HutongGames.PlayMaker.Actions.SendEvent.OnEnter () [0x00000] in <filename unknown>:0
  at HutongGames.PlayMaker.FsmState.ActivateActions (Int32 startIndex) [0x00000] in <filename unknown>:0
  at HutongGames.PlayMaker.FsmState.OnEnter () [0x00000] in <filename unknown>:0
  at HutongGames.PlayMaker.Fsm.EnterState (HutongGames.PlayMaker.FsmState state) [0x00000] in <filename unknown>:0
  at HutongGames.PlayMaker.Fsm.SwitchState (HutongGames.PlayMaker.FsmState toState) [0x00000] in <filename unknown>:0
  at HutongGames.PlayMaker.Fsm.UpdateStateChanges () [0x00000] in <filename unknown>:0
  at HutongGames.PlayMaker.Fsm.UpdateState (HutongGames.PlayMaker.FsmState state) [0x00000] in <filename unknown>:0
  at HutongGames.PlayMaker.Fsm.Update () [0x00000] in <filename unknown>:0
  at PlayMakerFSM.Update () [0x00000] in <filename unknown>:0

There's two other similar blocks like this, this was just the longest.

I running Playmaker 1.8.4.f5 and Unity 5.4.1f1. The build is for stand alone Windows PC. I'm on Windows 10.

8
Playmaker Help / Re: Resetting Axis/Axis Event on Dpad Controllers
« on: June 12, 2017, 12:30:14 PM »
I think I added a temp fic for now that seems to work. I just add a .1 sec wait action after the Axis Event and things are much more manageable. If anyone has a better solution, I'd love to hear.

9
Playmaker Help / Resetting Axis/Axis Event on Dpad Controllers
« on: June 10, 2017, 04:03:00 PM »
Hi all,

I'm having a bit of trouble involving my controller (Xinput on Windows) and the Axis Event and Reset Input Axes actions in Playmaker.

I'm using the Axis Event to switch between events when a direction is pressed, then in the next event the Reset Input Axis action is called in order to prevent the direction being held down and causing the events to call too fast. In my menu, for example, the options will scroll too fast making it look like certain options are being skipped over. In another part of my game, I have the player input a series of directions in a certain order, like a skill check, but it will mess up if they, for example, press down and the next direction calls for them to press left. The game still registers the down direction because the axis did not reset.

It works fine using the keyboard. I suspect the controller's dpad axis isn't affected by Reset Input Axis or it is but the dpad calls the axis too fast. According to Unity's documentation, the gravity option only works on keyboard/mouse so that won't work, unless I'm missing something?

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