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why part of proxy and part of hard code?
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Topic: why part of proxy and part of hard code? (Read 2495 times)
loverains
Playmaker Newbie
Posts: 2
why part of proxy and part of hard code?
«
on:
October 30, 2012, 06:24:19 AM »
part of event like network or controllerhit are raised on system call,part of event like mouse trigger or collision are raised by the proxy behaviour,why design like this?
«
Last Edit: October 30, 2012, 06:27:13 AM by loverains
»
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jeanfabre
Administrator
Hero Member
Posts: 15500
Official Playmaker Support
Re: why part of proxy and part of hard code?
«
Reply #1 on:
October 30, 2012, 07:02:18 AM »
Hi,
Can you rephrase, I am not sure I am getting what you mean.
collision and triggers are available as global events, but sometimes an action is better because you can have more control.
bye,
Jean
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loverains
Playmaker Newbie
Posts: 2
Re: why part of proxy and part of hard code?
«
Reply #2 on:
October 30, 2012, 08:36:32 AM »
for example
hold a FSM component list in proxybase and foreach to call the OnTriggerEnter is the same as write the OnTriggerEnter function in FSM component class
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jeanfabre
Administrator
Hero Member
Posts: 15500
Official Playmaker Support
Re: why part of proxy and part of hard code?
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Reply #3 on:
October 30, 2012, 08:49:30 AM »
Hi,
ok,
-- what do you mean by "proxybase"
-- why would you want to call OnTriggerEnter since it's the physics engine that should do that?
-- what do you mean by FSM component class. Do you mean Fsm action classes?
are you looking at TriggerEvent class? and wondering the difference between the system events "TRIGGER ENTER" and the method DoTriggerEnter you find in the TriggerEvent class?
we'll get there
bye,
Jean
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why part of proxy and part of hard code?