Playmaker Forum
PlayMaker Help & Tips => PlayMaker Help => Topic started by: blbee on April 19, 2015, 05:43:49 AM
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Use Some Object By ObjectPooling
* sequence
1. 'A' Object Create
2. 'A' Object set PlayMaker FSM - SetFsmTemplate("someTemplate");
3. After a short period of time.
4. 'A' Object setActive (False) - Instead destroy
5. 'A' Object setActive (True) - Instead create
6. 'A' Object set PlayMaker Fsm - SetFsmTemplate("someTemplate");
but, Strangely it works.
public class ApplyTemplateTest : MonoBehaviour
{
public PlayMakerFSM targetFsm;
public FsmTemplate testFsmTemplate;
public void OnEnable()
{
applyTemplate();
}
void OnDisable()
{
targetFsm.enabled = false;
}
void applyTemplate()
{
if (targetFsm != null && testFsmTemplate != null)
{
targetFsm.SetFsmTemplate(testFsmTemplate);
targetFsm.enabled = true;
}
}
}
public class playmakerTest : MonoBehaviour
{
public GameObject testMonsterObject;
void Start ()
{
StartCoroutine("enableChage");
}
IEnumerator enableChage()
{
yield return new WaitForSeconds(1.5f);
testMonsterObject.SetActive(!testMonsterObject.activeSelf);
StartCoroutine("enableChage");
}
}
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Hi,
Can you describe how you would like this to work and how you experience it? I am not sure what you want to know. I never used this method myself, but it sounds like a very interesting way to change behavior.
Bye,
Jean