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Topics - Lane

Pages: 1 2 [3] 4 5 ... 7
31
Share New Actions / GUI Debug Floats
« on: September 03, 2014, 01:51:05 PM »
For quite some time I've hated debugging data in the editor and have had to build big states with dozens of GUI actions to get a little bit of data onto the screen.

Horray! GUI Debug Floats!

If this is popular, I can do Strings and Ints. I also thought about removing the prefix option and just inheriting the variable name instead. Easier on the interface, intuitive on the screen. Thoughts?

32
Share New Actions / Set Hinge Joint Properties (3d)
« on: August 20, 2014, 06:10:35 AM »
You can now set the Spring, Motor and Limit properties of a Hinge Joint.

We can do the other joints if necessary.

//Edit
// There's actually one already on Ecosystem. Will get sorted, but this one is more fleshed out with tooltips, all of the joint variables and a couple of minor structure changes inline with how the 2d joint actions were done.

33
Share New Actions / GetSystemInfo
« on: July 17, 2014, 01:33:32 PM »
This action offers a return for all of the System Information Variables.

There is an existing action in stock Playmaker called GetSystemInformations but I think this is old or just missing a few things so I went ahead and added everything from the documentation including the returns on DeviceType & NPOT as strings.

From what I have read there are a few of these that can take up to several seconds to return on some devices so I wrapped everything in ifs so it only pulls the data you assign variables. I didn't see the point in returning everything and potentially hiccuping if you aren't asking for it.

It's also on Ecosystem.

34
Feature Requests / Dock Inspector Panel Left/Right toggle?
« on: July 14, 2014, 07:26:27 AM »
I was just thinking it might be nice to choose whether to dock the inspector panel in the editor to either the left or right, instead of it always being on the right.

Is that a lot of trouble to implement?

35
Share New Actions / Stat By Level
« on: July 14, 2014, 05:45:46 AM »
In the process of making some more advanced character systems I found it to be way simpler to just code the math than doing all the operator actions. This is the first action I made with the intention of condensing some of the work you need to do in order to compute stats.

It's intended to calculate the natural stats of a character based on their level.

Code: [Select]
// (c) Copyright HutongGames, LLC 2010-2013. All rights reserved.

using UnityEngine;

namespace HutongGames.PlayMaker.Actions
{
    [ActionCategory(ActionCategory.Math)]
    [Tooltip("Designed to set a stat value based on character level and increase rate per level.")]
    public class StatByLevel : FsmStateAction
    {
[RequiredField]
        [UIHint(UIHint.Variable)]
        [Tooltip("The final stat variable.")]
        public FsmFloat statVariable;

[Tooltip("The 'base' starting value of the stat at Level 1.")]
public FsmFloat statBaseValue;

        [Tooltip("How much the stat increases per level.")]
        public FsmFloat increasePerLevel;

[UIHint(UIHint.Variable)]
[Tooltip("Level of the character.")]
public FsmInt level;

[UIHint(UIHint.Variable)]
[Tooltip("Other float variables to add.")]
public FsmFloat[] otherVariables;

        [Tooltip("Repeat every frame while the state is active.")]
        public bool everyFrame;

        public override void Reset()
        {
            statVariable = null;
statBaseValue = null;
            increasePerLevel = null;
level = null;
otherVariables = null;
            everyFrame = false;
        }

        public override void OnEnter()
        {
            DoStatCalc();

            if (!everyFrame)
            {
                Finish();
            }
        }

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

        void DoStatCalc()
        {
statVariable.Value = (increasePerLevel.Value * level.Value + statBaseValue.Value);

if (otherVariables.Length > 0)
{
for (var i = 0; i < otherVariables.Length; i++)
{
statVariable.Value += otherVariables[i].Value;
}
}
        }
    }
}

36
General Discussion / Playmaker Skype Group
« on: July 02, 2014, 06:15:55 AM »
[Edit]

Moved to Jabbr chatroom. Check the sticky threads or find the link below.

37
Share New Actions / Int Interpolate
« on: June 25, 2014, 07:55:40 AM »
Same as Float Interpolate, but for integers.

Update 15Jun2014: This action has been cloned in Ecosystem.

38
Feature Requests / Start/Update sequence shown in UI?
« on: June 17, 2014, 06:45:39 AM »
It might be nice to have a UI representation to identify or represent if Action scripts have a scripted state faster than Update. It can be misleading when stacking up actions that have a a Start state with actions that do not... for instance when you are expecting a specific one-shot order of events in your stack and it doesn't occur in that sequence due to an action with OnStart firing early.

I've run into it a couple of times a while back, but I don't think its a huge issue. Thoughts?

39
Share New Actions / Send Event If Bool
« on: May 19, 2014, 05:50:40 PM »
Ref Thread:
http://hutonggames.com/playmakerforum/index.php?topic=7355.0

Depending on the status of a bool variable fire some event to any GameObject Fsm.

Feedback/revision welcome.

Update 15Jul2014: This action has been cloned in Ecosystem.
Also cleaned up a warning and restructured the Delayed Event.

40
Share New Actions / WWW Object Relative
« on: May 13, 2014, 06:53:06 AM »
It's the WWWObject action with the addition of...

  • Able to store AudioClip objects from file
  • Able to choose a Relative Path option (local to the build's data folder) via bool

The exported build has a Data folder, "relative" is considered root inside that folder, so if you go to the folder with the exe, you'll see Data... inside that is where the path is looking.

This should work exactly the same as the original WWWObject action with the exception that you can store audio and define pathing as relative.

Example path would be (minus quotes)... "CustomStuff/BobsSpecialSound.wav"

code snippet:
...note that the first frontslash is included, so its not needed in the action's "url" spot.
Code: [Select]
urlPrefix = "file://"+Application.dataPath+"/";
...
...
if (pathIsRelative.Value = true)
{
wwwObject = new WWW(urlPrefix+url.Value);
}

41
Share New Actions / GameObject Is Active In Hierarchy
« on: April 23, 2014, 06:55:33 AM »
This is for checking to see if a GameObject is activated or deactivated, returning a bool and/or firing events.

42
General Discussion / Unity 5.0 Announced
« on: March 18, 2014, 10:21:58 AM »
Included features:


Already ordered my upgrade. Awesome stuff!

43
Share New Actions / Get Layer 2 (Store layer name as string)
« on: March 17, 2014, 06:46:59 PM »
Now you can store the layer name as a String, and not just an Int. Totally amazeballs.

Update 15Jul2014: This action has been cloned in Ecosystem.

44
Share New Actions / Lead Target / Find Intercept Point
« on: March 16, 2014, 10:25:14 AM »
This action will take an Origin position and compute an intercept point for a moving target based on a speed variable. It's not perfect, but can be pretty powerful as is.

I'm working on AI and compiled this in an hour or so based on some reference code found on the unity forums (creds in code). Please feel free to test it and make suggestions or adjust it yourself.

// 21-Aug-14
// LeadTarget minor update to be in Physics category and check for Rigidbody on The Target.
// LeadTarget2d added

45
We're looking into doing some Live Events with the YouTube channel and would like to gather some feedback on what the community thinks, or what you would like to see in a Live Event/Session.

Basic idea:
  • Live event feed on YouTube you can join into and watch (30 - 60 minutes)
  • A real-time way to ask questions or make comments (Twitter/Facebook/YouTube/PM Forums/Chatroom)
  • Answer questions live for the whole session or cover a voted on topic/question.
  • Host video for future reference.

So what are your thoughts? Would you be interesting in participating in Live Events? Lets hear your thoughts! =)

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