Hey there guys,
i really like to work with PlayMaker, it's a great tool, but sometimes there are just some little problems i just can't figure out.
So, i have my GUI built with nGUI (that's not the revelant part
, just a side-information) and have a simple Pause-Button in the Upper-Left.
So, when this Button is Touched the game is, yeah, paused. I am doing this by manipulating the Time Scale (just for now, if there is a more elegant way, i would like to hear it!) via a FSM which is attached to this Button.
Now, there is another thing. When this Button is pressed, a little Option Menu (you know, a little Panel with three Buttons "Resume", "Options", "Exit Game") should move from the button to the Mid-Screen.
(This Little Menu is a seperate nGUI-Panel in the same scene, such as the whole GUI is )
I am achieving this also via an FSM, which is attached to the Panel (it's the parent object, the UIImageButtons are children), with a simple "iTween Move To"-Action, where i specify the Position. This works well, when the Menu-Object is activated.
BUT i am deactivating it. SO my Pause-Button in the Upper-Left has 2 Tasks/Actions:
- Pause the Game
- Activate the other Menu
I am doing this with the simple "Activate GameObject"-Action, which works quite well. But after the Activation, the Pause-Menu doesn't do anything. It doesn't move towards the certain position, it stays on it's spot.
I tried also this:
- Gave my Pause-Button a "Send Event"-Action where he fires a custom Event "PauseMenu_Activation" to the Menu-Object
- The Menu-Object has two States:
1. State with no Actions but one Transition-Event "PauseMenu_Activation"
2. State where the iTween-Action is performed
The weird thing is, i looked up in the FSM Window, and the Object goes into the second state of my Menu-Object (the State has a green box and the Action, too!), but it doesn't execute the iTween-Action.
Why is that? Where's my mistake?