Hi,
It's great to see you want to support PlayMaker, don't hesitate to get in touch with me if you need help.
What I do when I port assets to PlayMaker is creating a prefab that the user put on the scene and that prefab has a totally empty Fsm, that simply has all the events needed for this particular Asset. you can see how it's done for example in the
uGui package on the
EcosystemIf you want to do that programmatically within your system, it's simple:
FsmEvent myEvent = new FsmEvent("MY ASSET / SOME EVENT");
myEvent.IsGlobal = true;
FsmEvent.AddFsmEvent(myEvent);
Notice the "/", I personally recommend using this as a delimiter so that the list of events is properly organised especially in dropdown selections, in your case, "INV PRO" or something would do as "INVENTORY PRO" is quite long. It's only a suggestion, you are free to call your events anything.
To send variables with events, set the
HutongGames.PlayMaker.Fsm.EventData
prior sending the event.
If you have complex data ( multiple values of the same type), you'll need your special event data, but it's fine and works well, I made several versions of that, let me know if you think you need this, I can point you to some examples and explain more in details.
Bye,
Jean