I just finished reading some parts of the documentation.
I see that you need to inject the SROptions code bit into the lines involving the variables you seek to modify on the run. My understanding of all of this is rudimentary and it's possible Playmaker does not reach that far into the code.
However, it would be fantastic if it were a feature of Playmaker.
Imagine, all you'd have to do to expose the variable into the in-game PM's Option tab would be to tick a box next to the var in the Playmaker Editor: Variables tab.
A Wizard might be necessary to parse the code just before building, for all references in order to add the, say, "PMOptions." part just before the variables you wish to expose and tweak in-game.
Most of the FsmVars are managed (edit: I mean the relatively same types, aside from the fact that FsmVars are only slightly different so as to work within the Playmaker environment):
Properties of the following types are supported: Boolean, Enum, int, uint, short, ushort, byte, sbyte, float, double, and string.
They also have option that's more dynamic and it might be the solution here,
// Simplified example - it is a good idea to handle cases where MyComponent is not found.
public float MyCustomProperty {
get { return GameObject.FindObjectOfType<MyComponent>().SomeField; }
set { GameObject.FindObjectOfType<MyComponent>().SomeField = value; }
}
because they say:
#2 is useful when you wish to affect code that you do not control, for example a library contained in a .dll file.
Maybe PM staff could get in touch with the publisher of SRDebug and see if something can be done here?