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Topics - Lane

Pages: [1] 2 3 ... 7
1
Share New Actions / String Trim
« on: April 20, 2015, 05:06:12 AM »
Removes leading and trailing spaces on a String.

2
General Discussion / PlayMaker Chatroom
« on: March 11, 2015, 09:14:08 AM »
Playmaker Discord Channel

Discord is a very popular text and voice system. Feel free to login and ask questions!

3
Share New Actions / Authoring Custom Actions
« on: March 06, 2015, 09:22:17 AM »
There are often questions about making your own custom actions. You'll need a basic understanding of C# typically as this is what we use in all of the official actions but you could author them in any of the supported Unity languages if you have a better understanding of them.

You should take a look at the Wiki section for writing custom actions:
Writing Custom Actions (Wiki)

It includes a JS example, a lot of good information, tips and core ideas.

Here is an example of the UI Hints / Action Attributes (Wiki) and how to use them:
Code: [Select]
// (c) Copyright HutongGames, LLC 2010-2015. All rights reserved.

using UnityEngine;

namespace HutongGames.PlayMaker.Actions
{
[ActionCategory(ActionCategory.Input)]
[Tooltip("UI Hint Examples.")]
public class UIHintExamples : FsmStateAction
{
[RequiredField] // this is a required field, you have to put something in it.
[CheckForComponent(typeof(Rigidbody))] // tells the ui to look for a type of component, like a Rigidbody.
[Tooltip("The GameObject you want.")] // basic tooltip for hover descriptions.
public FsmOwnerDefault gameObject; // FsmOwnerDefault uses the owner GameObject as the variable.

[ActionSection("  UI Hints")]

[UIHint(UIHint.Layer)] // Use on an integer field for a Layer popup button.
public FsmInt layerSingle; // Not an array, single choice.

[UIHint(UIHint.Layer)]
public FsmInt[] layerMulti; // As an array, this allows for multiple layer choices.

[ActionSection("Behavior")]

[UIHint(UIHint.Behaviour)]
[Tooltip("The name of the Behaviour.")] // See Enable Behavior
public FsmString behaviour;

[ActionSection("Coroutine")]

[UIHint(UIHint.Coroutine)]
[Tooltip("The name of the coroutine method.")] // See StartCoroutine
public FunctionCall functionCall;

[ActionSection("Script")]

[UIHint(UIHint.Script)]
[Tooltip("The name of the script.")] // See AddScript
public FsmString someString;

[ActionSection("Tags")]

[UIHint(UIHint.Tag)]
public FsmString someTagSingle; // See SetTag

[UIHint(UIHint.Tag)]
public FsmString[] someTagMultiple;

[ActionSection("Text Area")]

[UIHint(UIHint.TextArea)]
public FsmString textArea;

[ActionSection("Description Area")]

[UIHint(UIHint.Description)] // Use on a string field to format the text in a large readonly info box.
public string descriptionArea;

[ActionSection("Comment Area")]

[UIHint(UIHint.Comment)]
public FsmString commentArea;

[ActionSection("Basic Variables")]

[UIHint(UIHint.Variable)] // Use on an Fsm Variable field (FsmFloat, FsmInt, FsmBool...)
public FsmFloat numbers;

[UIHint(UIHint.Variable)]
public FsmBool boolean;

[ActionSection("Animation Hint")]

[UIHint(UIHint.Animation)]
public FsmString animation;

public override void Reset() // the Reset area defines the default values for your action variables.
{
gameObject = null;
someTagSingle = null;
someTagMultiple = new FsmString[2];
textArea = "Regular text area";
commentArea = "Stuff, comment stuff.";
descriptionArea = "lorum ipsum bippity bop doo dah lorum ipsum bippity bop doo dah lorum ipsum bippity bop doo dah lorum ipsum bippity bop doo dah lorum ipsum bippity bop doo dah lorum ipsum bippity bop doo dah";
layerSingle = null;
layerMulti = new FsmInt[3];
numbers = 14.3f;
boolean = true;
animation = null;

}

public override void Awake()
{

}

public override void OnEnter()
{

}

public override void OnFixedUpdate()
{

}

void DoLook()
{

}
}
}


If you have other questions regarding writing custom actions or suggestions about new formatting attributes, feel free to post them!

4
Unity 5 depreciates some code for Set Mouse Cursor and handles Cursors a bit differently. This should meet your needs when replacing the Set Mouse Cursor action.

I've had some mixed results with the Cursor visibility, so please report any problems with the action along with relevant hardware/software info.

5
Share New Actions / Bolt Networking Actions (Beta WIP)
« on: March 01, 2015, 03:41:10 PM »
GitHub Link

I've started making actions for the Bolt Networking asset. I've had it for nearly a year but wanted to wait until things stabilized and see if they made actions for it on their own. It seems stable, but there aren't any actions available.

If you use this asset please feel free to post recommendations or contribute to the repository. I'll drop more actions and revisions into it as I get more familiar with the tool.

Update 15-Jun-2015
Alright so after a nearly complete lack of development/support regarding Bolt since late February [which is why I had stopped developing this addon] it was publicly announced that Exit Games (Photon) has purchased Bolt and hired Frederick as the primary developer.

Their immediate roadmap is to release a 1.0 version with the current feature set. Perhaps once the product becomes more stabilized and the API settles down after integration into other Photon products we will continue working on the actions.

7
User Showcase / #1GAM February - Sergeant Cody
« on: February 13, 2015, 04:50:55 PM »
Download Latest Playable Build

Premise:
Play as a kid in a quaint town where zombies come out of the sewers and you have to rescue all of the Puppies by returning them to the house.

9
Share New Actions / String Split
« on: January 26, 2015, 08:20:15 AM »
Split a string at each divider character and store the results into separate strings.

Limitations:
Number of result strings must be known. Error detection will throw if the input string has more segments than the storing capacity. No error if there are fewer strings, so essentially a maximum number of segments is what you are defining.

Also on Ecosystem.

10
Share New Actions / Float Round To Nearest
« on: January 26, 2015, 07:35:26 AM »
Rounds a Float variable to the nearest specified multiplier.

Also on Ecosystem.

11
Share New Actions / Get Transform Parts
« on: January 26, 2015, 07:10:16 AM »
For getting multiple parts of a GameObject's transform. Intended to simply save stack space in cases where you need multiple parts of a Transform.

Also on Ecosystem

12
User Showcase / A Quadruped I made with Final IK & Playmaker
« on: January 23, 2015, 12:42:42 PM »

So this is a Quadruped mech I've been wanting to make, I used Final IK and rigged that up first, then start looking for ways and methods that would make the movement possible. Eventually I settled on what is shown in the video and I think it's turned out pretty cool.

13
Share New Actions / Vector3 Average
« on: January 19, 2015, 05:52:27 PM »
For getting the average of a any number of Vector3 variables.

Also on Ecosystem.

14
Share New Actions / Get Host Info
« on: January 19, 2015, 05:51:10 PM »
Pull information about the Host FSM when the current FSM is operating as a Sub FSM. This is useful for returning variables from a Sub FSM upward to the Host FSM Object easily.

Also on Ecosystem.

15
Share New Actions / Get Position Multiple
« on: January 19, 2015, 05:49:25 PM »
Instead of using individual Get Position Actions when you have a lot of objects to collect data on you can use this instead.

Also on Ecosystem.

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