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Messages - jeanfabre

Pages: [1] 2 3 ... 902
1
Share New Actions / Re: Cinemachine Support [DECEMBER 2018]
« on: Today at 12:43:01 AM »
Hi,

 New version to support Impulse Extension to be generated with an action, mind you, you can use callMethod to call the component to generate the impulse, but an action is nicer.

https://twitter.com/JeanAtPlayMaker/status/1075294325007884288

 You also have getter and setter actions for Impulse Source and Listener Component. I tried to cover all of the properties, let me know if you need something else :)

Bye,

 Jean

2
Action Requests / Re: action request for cinemachine
« on: Today at 12:39:51 AM »
Hi,

 Done, it's on the ecosystem, make sure you get the 2018 version for Cinemachine, 2017 will not be modified anymore.

Bye,

 Jean

3
Playmaker Help / Re: Double-click detection?
« on: December 18, 2018, 10:34:19 PM »
Hi,

 I do think that it is the technic that I used back then.

Bye,

 Jean

4
Playmaker Help / Re: Rotation Formation
« on: December 18, 2018, 10:32:59 PM »
Hi,

 you'll need to be smart with this, else it will be a nightmare ( with or without PlayMaker...)

I would definitly group ennemies for easier formation movement, and then switch to an OOP strategy for each ennemy so that they are independat, and not rely on a manager looping through them, they can still be controlled but by sending events to them ( vis their group parent, which is another convenient benefit for grouping them)

Bye,

 Jean

5
Playmaker Help / Re: Ecosystem uGui and unity 2017
« on: December 18, 2018, 10:19:28 PM »
Hi,

No, you don't need them, PlayMaker has them now, however the proxies component itself brings more power then PlayMaker built in System events for UI, so if you are used to uGui proxies, then you can simply get them and ignore the actions.

Bye,

 Jean


6
Playmaker Help / Re: Blocking/ignoring events, rendering a FSM deaf
« on: December 18, 2018, 01:32:15 AM »
Hi,

 yes, broadcasting a global event will reach any fsm actively listening to that global event.

 If you are part of the beta, maybe you could sugges this feature, I think it would create more issues than solve, but I do admit that it would make sense in some cases, during debugging.

for such feature to become available, events would need to get an overhaul rewrite, as a lot more would then be likely good to have next to that option, so you could opt in ad out of event visual as well, and a good editor overview so that when things go south, you are not left wondering where is the bug, when it is actually that you turned off listening to that event.

 so I would definitly picking one of the two or both solutions I explains earlier, they work well and are exploitable and efficient.

 I could do a little sample to demonstrate this if you want.

Bye,

 Jean

7
Action Requests / Re: action request for cinemachine
« on: December 17, 2018, 02:45:41 AM »
Hi,

 ok, while I finish the actions, you can simply use the CinemachineImpulseSource Component which exposes a public method to generate an impulse signal, so you can already trigger an impulse from PlayMaker, using callMethod action or SendMessage.

 The update ( tomorrow likely, I haven't finished the set/getproperties action for source and listener components) will feature a dedicated action for this anyway.

Bye,

 Jean

8
Playmaker Tutorials / Re: Jump N Gun Tutorial
« on: December 17, 2018, 02:41:50 AM »
Hi,

 yes, indeed very nice, I tweeted about it, it's very clear.

Bye,

 Jean

9
Action Requests / Re: action request for cinemachine
« on: December 16, 2018, 11:35:32 PM »
Hi,

 I missed that request. Make sure you bump your request every week or so if you have't got any progress.

Let me check on this impulse addon.

Bye,

 Jean

10
Work In Progress... / Re: Set FSM Variable to Array type
« on: December 16, 2018, 11:34:03 PM »
Hi,

 nop, you can't force the type of FsmArray at runtime.

 for this, use ArrayMaker, you can save anything in the array, you can also mix up content, you can save a string, then a int, and then a bool in the array and they will happily live together.

Bye,

 Jean

11
Playmaker Help / Re: How do you compile my playmaker code as linux?
« on: December 16, 2018, 11:32:27 PM »
Hi,

 this should not affect PlayMaker at all, Unity itself is going to take care of compiling a build that works on linux.

 have you tried already?

Bye,

 Jean

12
Playmaker Help / Re: Blocking/ignoring events, rendering a FSM deaf
« on: December 16, 2018, 11:31:01 PM »
Hi,

 Events are not brutal :) they are extremly powerful, that's all :)

when I want to filter the reception a global event, I use two technics:

-- I have a dedicated FSM catching that event always, and the check if it needs to be processed or not, this is by far the best solution, your actual logic fsm implement your own global event that you fire yourself, so for ON TRIGGER ENTER, you would have ON MY TRIGGER ENTER or something.

-- the second option is to not have the global event as a global transition, but as a regular transition, which means it won't be processed if the active state is not the one implementation that transition. It's powerful as well.


So you can indeed do these kind of filtering, I do that all the time.

Your problem I think is that you don't implement the necessary level of indirection to allow your fsm to be flexible enough on that regards.

If you have a concrete example, I can make a sample to show you how to achieve that.

Bye,

 Jean

13
General Discussion / Re: Is there a loop action?
« on: December 16, 2018, 11:23:35 PM »
Hi,

 you have lots of actions to loop, some are name GetNextXXX when they target specific variables, else, use the "Iterate" action from the ecosystem, which is the most generic approach.

you can also keep a int variable and loop using intAdd, intCompare, etc and build the pattern yourself.

Bye,

 Jean

14
Playmaker Help / Re: Rotation Formation
« on: December 16, 2018, 11:21:27 PM »
Hi,

you can rotate around an arbitrary point using RotateAround action.

 but likely it will be a lot easier if you parent your units to a dummy group, then you move each unit in local space, and you can control the global position and rotation using the dummy group. that would be how I handle it, else I would go with an OOP, where each unit control itself, but that's a lot more complex to setup.

Bye,

 Jean

15
Hi,

It's theoritically possible yes.

but I would suggest the following: Make one fsm called "Network Data" with all the variable that needs to be synched or something and all other fsm will read and write to that fsm. This way you need only one photonview for your fsm data sync.

Bye,

 Jean

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