Hi,
I ran into a very fundamental concept that I totally overlooked so far.
if you send a delayed event. the event will be sent even if you exited the state before the delay. this is major! because all other actions ( as far as I know) do not to anything at all when not running.
It turns out this cause major problems with what I wanted to achieve. I appreciate it can also be use as an advantage in other cases.
so I created a special action that WILL NOT SEND a delayed event if the state exited before the delay.
// (c) Copyright HutongGames, LLC 2010-2012. All rights reserved.
using UnityEngine;
using System;
namespace HutongGames.PlayMaker.Actions
{
[ActionCategory(ActionCategory.StateMachine)]
[Tooltip("Sends an Event. If optional delay is set, WILL ONLY SEND THE DELAYED EVENT IF IT IS STILL IN THE STATE.\n" +
"NOTE: 'Send Event' will fire a delayed event even if the action is not running anymore as the state exited. \n" +
"NOTE: To send events between FSMs they must be marked as Global in the Events Browser.")]
public class SendEventFromState : FsmStateAction
{
[Tooltip("Where to send the event.")]
public FsmEventTarget eventTarget;
[RequiredField]
[Tooltip("The event to send. NOTE: Events must be marked Global to send between FSMs.")]
public FsmEvent sendEvent;
[HasFloatSlider(0, 10)]
[Tooltip("Optional delay in seconds. NOTE: The event will not be fired if the state has exited before the delay")]
public FsmFloat delay;
private float startTime;
public override void Reset()
{
eventTarget = null;
sendEvent = null;
delay = null;
}
public override void OnEnter()
{
if (delay.Value < 0.001f)
{
Fsm.Event(eventTarget, sendEvent);
Finish();
}
else
{
// start a timer to know when to send the delayed event.
startTime = Time.realtimeSinceStartup;
}
}
public override void OnUpdate()
{
// check the delta time against the delay
float deltaTime = Time.realtimeSinceStartup- startTime;
if (deltaTime >= delay.Value)
{
// we fire a normal event.
Fsm.Event(eventTarget, sendEvent);
Finish();
}
}
}
}
I think a possible way of this would be to either have a "Send transition" action that would only allow you to select a transition from that state, but I can't find anything like that in the api to implement such actions.
I am not sure about the implication of all of this, for example, I can not find a way to cancel a declared delayedEvent, so I had to run my own timer and send a regular event instead.
Bye,
Jean