Hi,
That's the beauty of PlayMaker, "yield" IS playmaker Fsm system!
Do-this
Yield Some-Condition
Do-that
translates in PlayMaker as follow:
you have one state that you name "Do.this"
on that "do.This" state, add a transition that you would call "SOME CONDITION TRUE" that links to a state called "Do-That"
Does that make sense? This is the most important design pattern of PlayMaker.
as far as I am concerned, I really can not script yields statement anymore in c#... I always use a fsm for this, and if the project doesn't have playmaker yet, that means it needs it
that's a key aspect to look for when you don't know for sure if playmaker is needed in your project. keep the hardcode stuff as custom actions or external scripts you call, but to handling the flow of your feature, PlayMaker is king.
when you use Yield statement in scripts, you can't debug properly, you get quickly lost as soon as the flow has a bug, and passed 2 or 3 yields dependencies... you find yourself going back and forth between script to try and remember the actual flow...
With playmaker, it's all visual!! so it's clearly in front of you, AND you can see the flow in bright green as it plays... something invaluable! coupled with the debugFlow that you can simply pause your game and go back in time to see where and how the flow of events proceeded is a killer!
Could you explain what exactly you are willing to achieve, I can certainly help you model the fsm, and then you'll see if that's suitable for you? you may have a special need indeed.
Bye,
Jean