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Author Topic: Scripts conversion to playmaker states actions  (Read 1871 times)

blackant

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Scripts conversion to playmaker states actions
« on: January 09, 2015, 06:46:03 AM »
Hi,

i'm actually trying to convert scripts used for a project and wrote in C# to playmaker fsm states

first of all i successfully did a simple part, but i discovered some unknown variables and i'm wondering the way to do.

 
Code: [Select]
  [SerializeField]
private MessageScript _Messanger;
private Transform   _Camera;
private RaycastHit  _Hit;
private EndScreen   _ScoreBoard;
private PauseScreen _PauseScreen;
private Vector4 _Points;
private AudioClip[] _Audio
private RotateStripes _Stripes;
private TextMesh    _TimeText;


What means SerializeField and how to REcreate those kinds of variable ?

what should i understand with this kind of declaration ?

 
Code: [Select]
private GameObject  _SuggestionCard,
                        _SuggestionBoard;

What is the relation between
Private / public and the variables/Global variable used in playmaker ?

i'll certainly get more question later...
« Last Edit: January 09, 2015, 09:39:09 AM by blackant »

blackant

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Re: Scripts conversion to playmaker states actions
« Reply #1 on: January 11, 2015, 05:06:08 AM »
hi,

i fund an answer for Vector4 using quaternion.

how can be translated a line of code like this one ?
Code: [Select]
for (int player = 0; player < _PlayerObjects.Length; player++)

jeanfabre

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Re: Scripts conversion to playmaker states actions
« Reply #2 on: January 12, 2015, 08:06:29 AM »
Hi,

 use the "iterate" action from the ecosystem.

but in your case I think you will need ArrayMaker as well and iterate trhough arrays.

basically, the hard thing to do is to store the player gameobjects. PlayMaker 1.8 will have a new type FsmArray which will make this a brease, and for now, you'll need ArrayMaker.

 Bye,

 Jean